

Alpine And Capping
#1
Posted 28 April 2013 - 07:57 AM
Here's my simple poll: do you think Alpine conquest matches would be improved in any of the following ways?
1)Increase the cap limit from 750 to 1500
2)Add additional cap points so teams with less speed are able to better defend a winning number of cap points.
3)Reduce the rate of resource accumulation and keep the cap points as they are
4)I love the capping on Alpine the way it is, it's the most fun I've ever had in my spider
#2
Posted 28 April 2013 - 08:11 AM
#3
Posted 28 April 2013 - 08:57 AM
#4
Posted 28 April 2013 - 08:58 AM
Jman5, on 28 April 2013 - 08:57 AM, said:
Yeah, the exact number, "1500," isn't what's important to me. What's important is the underlying principle - that it needs to be increased.
#5
Posted 28 April 2013 - 03:34 PM
#6
Posted 28 April 2013 - 05:29 PM
#7
Posted 29 April 2013 - 02:48 PM
Oh boy, 30 seconds of trudging forward, followed by 30 seconds of trudging backward, followed by a loss.
Alternatively, several minutes of trudging forward, followed by several minutes of trudging to another cap point, followed by another several minutes of trudging to another cap point, followed by a POSSIBLE 2 seconds of combat, followed by a loss (or a win that doesn't feel like a win).
... yay?
#8
Posted 29 April 2013 - 04:53 PM
For this map, I would propose a third game mode, "King of the Hill", There will only be 1 control point, and it is located at the antenna tower just above Epsilon.
To win, each team will need to park their mechs in the area right around the tower, it will work just like the conquest point and base capping.
Since the location is so exposed, Most mech will not want to stay in the circle too long, but yet, they will need to get in there to score points. While others will try to play keep away.
Just thinking out loud.
#9
Posted 29 April 2013 - 05:03 PM
#10
Posted 29 April 2013 - 05:36 PM
Panther TBC, on 29 April 2013 - 04:53 PM, said:
For this map, I would propose a third game mode, "King of the Hill", There will only be 1 control point, and it is located at the antenna tower just above Epsilon.
To win, each team will need to park their mechs in the area right around the tower, it will work just like the conquest point and base capping.
Since the location is so exposed, Most mech will not want to stay in the circle too long, but yet, they will need to get in there to score points. While others will try to play keep away.
Just thinking out loud.
Helsbane, on 29 April 2013 - 05:03 PM, said:
Yes to both, rotating king of the hill on apline
#11
Posted 29 April 2013 - 06:11 PM
Personally, if I am in an assault mech ... I try to always remember to select assault mode.
Other than that ,,, the light, medium and heavy chassis I usually use are all relatively quick (>80kph) that they can work on any map for any game mode.
#12
Posted 29 April 2013 - 07:38 PM
Mawai, on 29 April 2013 - 06:11 PM, said:
Personally, if I am in an assault mech ... I try to always remember to select assault mode.
Other than that ,,, the light, medium and heavy chassis I usually use are all relatively quick (>80kph) that they can work on any map for any game mode.
It's more than that for this map, I like the overall concept of this map, but the 2 starting location needs to be relocated. At the moment, if you start at the lower basin, your team pretty much started with a handicap as you need to march up hill, while the other team just shoots down at you.
#13
Posted 01 May 2013 - 07:49 AM
Panther TBC, on 29 April 2013 - 04:53 PM, said:
For this map, I would propose a third game mode, "King of the Hill", There will only be 1 control point, and it is located at the antenna tower just above Epsilon.
To win, each team will need to park their mechs in the area right around the tower, it will work just like the conquest point and base capping.
Since the location is so exposed, Most mech will not want to stay in the circle too long, but yet, they will need to get in there to score points. While others will try to play keep away.
Just thinking out loud.
This is a good idea. I feel tourmaline could benefit from something like this as well.
#14
Posted 02 May 2013 - 03:56 PM
Jman5, on 28 April 2013 - 08:57 AM, said:
I'd rather have the cap total increase than have the caps accumulate more slowly. If you're going to spend ten minutes walking into battle, you should at least get a few more Cbills for the effort.
#15
Posted 02 May 2013 - 03:59 PM
Panther TBC, on 29 April 2013 - 04:53 PM, said:
For this map, I would propose a third game mode, "King of the Hill", There will only be 1 control point, and it is located at the antenna tower just above Epsilon.
To win, each team will need to park their mechs in the area right around the tower, it will work just like the conquest point and base capping.
Since the location is so exposed, Most mech will not want to stay in the circle too long, but yet, they will need to get in there to score points. While others will try to play keep away.
Just thinking out loud.
I agree, although I'd posit that the imbalance between the two spawn points is probably an even bigger issue if you tried to go with this idea. The team spawning near the mountains can always get to the tower first and be dug in and firing pot shots at long distance before the team at the lower base can even get into range.
#16
Posted 10 May 2013 - 05:22 AM
Mawai, on 29 April 2013 - 06:11 PM, said:
Personally, if I am in an assault mech ... I try to always remember to select assault mode.
Other than that ,,, the light, medium and heavy chassis I usually use are all relatively quick (>80kph) that they can work on any map for any game mode.
I don't think I like this idea much. The random map choice makes you adjust tactics to what map you got with the mech setup you are in. For me, that helps keep the game fresh.
#17
Posted 10 May 2013 - 10:01 PM
Voivode, on 28 April 2013 - 07:57 AM, said:
Here's my simple poll: do you think Alpine conquest matches would be improved in any of the following ways?
1)Increase the cap limit from 750 to 1500
2)Add additional cap points so teams with less speed are able to better defend a winning number of cap points.
3)Reduce the rate of resource accumulation and keep the cap points as they are
4)I love the capping on Alpine the way it is, it's the most fun I've ever had in my spider
You should add an "I don't care what you do, just fix it" type of option for people who aren't picky about how it gets changed, but want to express a general interest in changing it.
#18
Posted 10 May 2013 - 11:33 PM
So on these larger maps, its more of the game mode that's an issue. Anyone wanting team DM on these bigger maps are crazy, it would be awful and there would be almost no point to having a bigger map than 1000Mx1000M.
#19
Posted 11 May 2013 - 07:42 AM
OneManWar, on 10 May 2013 - 11:33 PM, said:
So on these larger maps, its more of the game mode that's an issue. Anyone wanting team DM on these bigger maps are crazy, it would be awful and there would be almost no point to having a bigger map than 1000Mx1000M.
Look up a few posts. Someone had a suggestion for random hill location that would have to be scouted to be found.
#20
Posted 12 May 2013 - 01:49 PM
I like Alpine in general, except that cap wins spoil the matches too often (in both game modes). The cap points are just too far away from each other. I propose that all five are moved closer to the middle of the map, at least until we get 12 vs 12. This way the teams don't need to split so much, and the team with more mechs left can seize them quicker. Alternatively the conquest mode should be removed from this map.
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