Arcaist, on 15 April 2013 - 11:21 PM, said:
and besides, wait till 12 vs 12 arrives. things will change then...
Vincinzerey, on 15 April 2013 - 11:27 PM, said:
about the 12 vs 12.. will be interesting how this will "end" on the smaller maps like frozen city ;)
Footupyazz, on 16 April 2013 - 04:20 AM, said:
so my vote: NO
There is no apostrophe in tactics. Something tells me your tactics are pretty boring to me.
HammerSwarm, on 16 April 2013 - 05:50 AM, said:
Prezimonto, on 16 April 2013 - 06:09 AM, said:
What's not fun is that on some large maps it's game losing to split your team and half your team can't get back to the cap in time to do anything.
I also like the idea that the cap time should scale with number of your team's mechs that are left.
I also like the idea that the cap time should scale relative to the tonnage you have on the point.
I'd like to have those two ideas offset each other.
To all of you - the question here is not "how do we cope with this existing game mode". It is "how do we make a game mode that is the most fun and interesting to play?" Guarding the base, whether you do it alone, or do it with a partner, or whatever, is almost guaranteed to be devoid of fun. Here are the possible scenarios and outcomes of leaving players behind to guard the base:
1. The other team does not attempt to cap the base early
a) Your team must fight the opposing team without your help, probably loses, then you get steamrolled by the remainder of the opposing team.
b) Your team manages to win despite their disadvantage in numbers, and you have spent the whole match doing nothing
c) You abandon your post and enjoy fighting robots.
2. The other team attempts to cap the base early
a) The opposing team sends a capture force greater than you can handle, you die in an uneven fight, game over.
b) The opposing team sends a scout to step on the base, he sees that it is defended, and leaves without engaging. You still don't get to do anything useful for the majority of the match.
c) The opposing team sends an ***** who overestimates his ability, and you kill him. Yay, base defended.
3. The opposing team base rushes with their entire team.
a) You see them coming, alert your team, but you just get the honor of being the first to die as they steamroll you on the way to the base, likely the only person who will die on your team before the base is captured.
b) You don't see them coming, same outcome.
c) Your team never went far from the base in the first place, so you actually had a fight involving the entirety of both teams. Good times.
d) (edit) You see them coming, alert your team, and your team just attempts to race to the enemy base and cap them first. The fight ends with maybe 1 or 2 defending mechs as casualties before the base sliders expire. This happens so often on river city and forest colony it's disgusting. To me, these matches are a complete waste of time.
Look at all these scenarios, and consider how many of them involving a potential base cap effort within the first 5 minutes were actually any fun to play. In most cases, it's not even all that fun for the winning team to rush a base cap (did they even get to do any fighting?). In nearly all cases, the poor ******* who got stuck on base guarding duty didn't have any fun, or suffered the opposite of having fun.
Now think from another reverse perspective - how would it harm the game experience right now to prevent base capping for the first 5 minutes of a match? Would scouts be unable to show off their amazing speed and stealth without engaging the enemy? Sure, if they like, but if they want to use that skill to singlehandedly win the match they'll have to wait until people have had some fun first. The "tactics" would just involve being aware that after 5 minutes their base is vulnerable to being captured. Perhaps more grace time would be appropriate on larger maps as well. From my perspective, it's all pluses.
To be honest, the base capping doesn't bother me much on smaller maps, but in the large maps, it can be 2 minutes of travel before you even get to a point where you are engaging the enemy. Traveling 2 minutes back to the base really isn't an option, nor is it anything most players want to deal with. Another consideration is often I wind up in matches where our team doesn't even have light or medium mechs. What then?
Whatever your tactics are, if you don't have any scouts, or your scouts fail to identify all enemy movement (an impossible task on many maps) you're vulnerable to being base capped before a match even really gets interesting. At least with 5 minutes of grace period, people who enjoy fighting will get a chance to do what they enjoy doing in this game with enough time to actually get some things smashed up pretty well.
Edited by Atheus, 10 May 2013 - 01:09 AM.