Caustic Canid, on 12 May 2013 - 02:18 PM, said:
Part of the reason people call it "grief capping" is because the rewards are so small, for everyone involved. Right now, with the current "bonus" that you get for capping, most people just see it as ruining their fun.
PGI should really give more incentives to take part in the objectives, as opposed to only rewarding people who brawl. Increase the win xp/cbills for cappers, and give bonuses to people who defend their base and you'll see a lot more people trying to find ways around the big boys to cap and Mediums taking their place as fast and agile defenders against lights.
The meta would be unbalanced for a short while because you would see more lights show up first, as capping would now offer greater rewards, but soon the medium population would increase as well to combat them.
People would actually have to decide how many to leave on their base, and how many to take with and push.
I think one thing many forget /overlook is that right now we are still basically "playtesting and debugging the engine".
When CW comes, and (if?) control of territory is "properly" rewarded, the single match rewards will be of much less importance.
When CW comes, those that do not shift their focus away from "Robots smash robots in middle of map" to WINNING at all costs (including "sacrificing" your own XP and /or C-bills to get that win as is fitting for a TEAM game) will regularly and consistently find themselves on the losing side of the conflicts that could have gotten them access to that new epic PPC or lowered teh mech price 10% allowing them to buy that third Atlas Chassis.
And they will have nobody to blame but themselves, which will probably not stop the forums from being flooded w/ QQ.
However, right now match rewards are all we really have, and most of us I`ll assume want to simply either
A. Grind Cbills /XP /Level mechs
B. Just have fun and shoot other robots.
C. Just have fun which to them is winning at all costs.
Since, with all due respect, the enemy is never "supposed" to have fun , in any form of conflict (obviously this is a game, so there is a large degree of liniency in this matter), all three of these are very valid reasons to play, and all of them warrant /encourage different tactics, often dependent on the FOTM of the current overall "metagame".
A and B more or less favor the blob mentality, "shoot as much as possible with as little movement as possible", while C favors fast guerrilla tactics. Just like in real warfare, except that in real warfare nobody is there to level and most people don`t like to get shot AT while shooting if they can avoid it, not to mention the unnecessary waste of soldiers and materiel the old "Line em up and shoot um down" formations were. Hence why most modern military tactics are based acound small, mobile strikeforces that lend themselves to C.
C is obviously a detriment to the effectiveness of both A and B when applied "properly", but is still an absolutely valid form of gameplay no matter how much of your fun it "sucks out", and 10 threads a week about how lights suck for doing exactly what they were designed to do (which is control the dynamic flow of the engagement, as scouts, cappers, fast strikers, interference runners,... ) will never get that changed.
This has been the case more or less since day 1, and will continue to be the case for as long as humans exist as players.
Any discussion about which of these 3 is "most" fun or "most" lame is an almost purely objective one, as the only truly subjective points are "You can win by cap" and "You can win by kill". The losing team will ALWAYS be demotivated, and as a result will complain as loudly (and often by correlation ad childishly) as possible in today`s day and age of "anonymity" in the internet. Be it the wolfpack that got sniped, the sniper that got his cockpit punched in by the brawler, or the brawler that got shredded or capped by the wolfpack.
I for my part am loathe to further discuss the specifics of these mechanics with people who often simply do not wish to (or cannot) accept that their view is not the one universally true one, and now simply make my point clear by often running in a 4 man wolfpack for entire evenings making wine from their tears for hours on end. And not necessarily by capping, either.
Edited by Zerberus, 13 May 2013 - 03:55 AM.