Jeff K Notagoon, on 16 April 2013 - 07:10 AM, said:
No that is a terrible idea. It doesn't even make sense, how would the enemy base know how many mechs are left, and why would it get weaker because of it?
Easy, if its early in the match and its capping quickly, you know there are multiple mechs. If its late in the match and your team has beaten the other team up, you know you have to watch for it. Note that
at no point am I endorsing the idea of
accelerated cap speed beyond what it is now. I want capping be
slower.
The scaling capping speed would make a single light mech
less effective at cap-rushing at the beginning of a match. if they sent 2 or three mechs right out of the gates to bring the cap speed up to what it is currently for a single mech? Now you
A. know where at least 2 or more of their team is and
B. know that the rest of their team is going to be handily outnumbered.
You now have to make a decision, back to base to deal with the threat, split up, hope to wipe out the rest of their team and THEN get back to stop the cap, all sortsa stuff.
Waiting ten minutes before capping can start? I think this would make capping even MORE frustrating for the ones who are frustrated by it now, since they'll be fighting this long dramatic match only to have the jenner they never could find power up and cap, or have the whole fight for nothing when it develops someplace far away from their base and a light bails and takes off at the nine minute mark and its too late.
I think having the cap speed be slower at the beginning of a match, and gradually increasing over time (say ten minutes) to normal though is a great idea, and one that would be welcomed by anyone currently frustrated by base rushers now.
My first, best suggestion to combat capping? A match mode with
NO capping, but thats not the discussion the OP started.