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Capture Mechanics: Mwo Vs Wot


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#1 NachoFoot

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Posted 27 May 2013 - 11:02 AM

Today, we review the capture mechanics of MWO and compare to the game that is solely devoted to arena capture: World of Tanks.

Base capturing points per second
WoT: Each player inside the circle contributes 1 capture point per second: capped at 3.

MWO: Each player inside the square contributes 1 unit of capture per second: The cap is above 3 if there is one. this leads to short battles if 5 players or more get inside the point.

Interruption
WoT: If a player is damaged or leaves the circle, capture points are reset to 0.

MWO: Capture points cannot be interrupted while in the square

End of Game Condition
WoT: Base capture starts at 0% and are accumulated on a per player basis. The game ends when capture points of all players in the circle accumulates to 100%. There is a delay of 5 seconds before victory (extended by vehicle destruction) to give players a grace period to decide the game by vehicle destruction. If the other team captures within that delay, the game is a draw.

MWO: The base capture points persist. It cannot be uncapped and stays in a partial capped condition until someone comes and completes the capture. This leads to babysitting the base if capture points are low and, sometimes, the game ending when players are still fighting at the base. There are no delays or draws.

In shorter words, I really think PGI should either revamp or remove the entire base capturing mechanic.

#2 Elepole

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Posted 27 May 2013 - 11:09 AM

I've been saying that months ago, the answer was from the community was something like :"This is good for strategy, l2p". It seems people like cap race here.

#3 InRev

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Posted 27 May 2013 - 11:44 AM

As the poor ******* light/fast medium that is always ordered to RTB and stop our base from being capped, I approve of this message.

Cap defense by damage would definitely make things more interesting. It prevents silly caprushes, allows a light defender to be useful (instead of being slaughtered while trying to stand in a square with heavies) and does so without removing base-capping completely.

Also, can we please, please, please get a "defender" bonus like in WoT? I always get screwed because I RTB and miss out on the main fight where all the glory is.

#4 hammerreborn

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Posted 27 May 2013 - 12:37 PM

There is a defender bonus inrev, but you have to kill someone that was on the cap within 5-10s similar to savior kills.

And of course...

OH LOOK IT'S THIS THREAD AGAIN!!!

#5 LawDawg

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Posted 27 May 2013 - 12:42 PM

Oh LOOK, why dont PGI just put in TDM mode alredy so EVERY STOPS B#$#ING!

#6 hammerreborn

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Posted 27 May 2013 - 02:00 PM

View PostLawDog, on 27 May 2013 - 12:42 PM, said:

Oh LOOK, why dont PGI just put in TDM mode alredy so EVERY STOPS B#$#ING!


Because TDM matches would all end at 15 minutes when the match time out.

Even in assault this occurs.

Hell, I did it Friday night in forest colony. Was me and a dced atlas vs a highlander and an atlas. Cored the highlander but was full red in CT, atlas had a bunch of streaks, so I ran, since the atlas was sitting on their cap so I couldn't win.

Before I went to my hiding spot, I team killed the DC mech so that it was 7-6.

Then I hid behind the waterfall in the cave, powered down, and waited 7 minutes for the win.

#7 Und3rSc0re

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Posted 27 May 2013 - 02:09 PM

View Posthammerreborn, on 27 May 2013 - 02:00 PM, said:

Because TDM matches would all end at 15 minutes when the match time out.

Even in assault this occurs.

Hell, I did it Friday night in forest colony. Was me and a dced atlas vs a highlander and an atlas. Cored the highlander but was full red in CT, atlas had a bunch of streaks, so I ran, since the atlas was sitting on their cap so I couldn't win.

Before I went to my hiding spot, I team killed the DC mech so that it was 7-6.

Then I hid behind the waterfall in the cave, powered down, and waited 7 minutes for the win.


You have to excuse lawdog, he doesn't think too much. I am not in favor for hide and go seek light mechs, especially on large maps.

#8 Lukoi Banacek

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Posted 27 May 2013 - 02:10 PM

Quote

Interruption
WoT: If a player is damaged or leaves the circle, capture points are reset to 0.

MWO: Capture points cannot be interrupted while in the square



This is incorrect isn't it? By a defender getting into the square, the capping stops. Or am I misunderstanding what OP is trying to say here?

#9 Side Step

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Posted 27 May 2013 - 02:23 PM

View PostLukoi, on 27 May 2013 - 02:10 PM, said:


This is incorrect isn't it? By a defender getting into the square, the capping stops. Or am I misunderstanding what OP is trying to say here?

Yes, you can pause the capping in MWO by stepping into the cap square. You can never regain lost capture points though. I think that's what he meant.

#10 NachoFoot

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Posted 27 May 2013 - 02:31 PM

View PostLukoi, on 27 May 2013 - 02:10 PM, said:


This is incorrect isn't it? By a defender getting into the square, the capping stops. Or am I misunderstanding what OP is trying to say here?


I probably wasn't too eloquent with it. The point I tried to get across: You should be able to damage someone at range to stop the cap.

Assault games are painful on Alpine where you have to stay in view of the cap or lose.

#11 hammerreborn

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Posted 27 May 2013 - 02:36 PM

View PostNachoFoot, on 27 May 2013 - 02:31 PM, said:


I probably wasn't too eloquent with it. The point I tried to get across: You should be able to damage someone at range to stop the cap.

Assault games are painful on Alpine where you have to stay in view of the cap or lose.


You can stop the cap in assault by damage. Kill the light on it. It's not that hard, even in alpine where you have more than enough line of sight to shoot the light at max range

#12 Deathlike

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Posted 27 May 2013 - 02:38 PM

A change in capture mechanics would be interesting, but we should look for unintended consequences of such changes.

#13 Accursed Richards

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Posted 27 May 2013 - 03:02 PM

I still think the solution would be that capping is impossible until a total of 4 mechs from either or both sides have been destroyed.

#14 Unbound Inferno

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Posted 27 May 2013 - 03:08 PM

It makes it sound like a good idea would be to just substitute similar WoT mechanics instead.

Capture time is what, 30 seconds alone? Increases with more...
Have it paused if there is an ally mech in the box or if the capture mech is damaged - add that damage part in even if one of a group capture gets hit
Allow Assault Capture to regenerate if nobody is present - leave the Conquest Capture stalled if nobody is there like it is now.

Adding those could drastically alter the gameplan for quick captures even.

#15 TheComet

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Posted 27 May 2013 - 03:11 PM

View PostAccursed Richards, on 27 May 2013 - 03:02 PM, said:

I still think the solution would be that capping is impossible until a total of 4 mechs from either or both sides have been destroyed.

eh if that was a thing it would even further push people to run all-assault mechs unfortunately

#16 Belorion

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Posted 27 May 2013 - 03:17 PM

This isn't wot... thankfully. WoT sounds pretty boring from everything I have a read.

Edited by Belorion, 27 May 2013 - 03:18 PM.


#17 Roland

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Posted 27 May 2013 - 03:25 PM

The capping is one thing WoT does better than MWO.

#18 Side Step

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Posted 27 May 2013 - 03:41 PM

In my opinion in WoT the capping mechanic adds something to the gameplay, while in MWO it doesn't. What it adds is an incentive to spread out the tanks in order to defend the flag. Why doesn't this happen in MWO?


I think the answer is more complex than just the different capping mechanic alone:

In WoT you die very quickly when spotted in the open. Cover and moving unseen is king. This results in a very strong defender advantage. A few tanks can hold off a much larger force, so defending the flag from attackers is actually not suicide like it would be in MWO.
In MWO, you're toast if you try defending against superior forces. As a result, the big blob becomes the only option, and the capture mechanics didn't add anything to the game after all.

I don't know what could be done to help the situation, but I'm glad there's some discussion about it. Unfortunately, I don't think it's as easy as just slapping WoT's capping mechanic on MWO (although it would probably be an improvement)

#19 Profiteer

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Posted 27 May 2013 - 03:43 PM

OR... they could just increase the time it takes to cap. Particularly on the large maps.

#20 Bloody Moon

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Posted 27 May 2013 - 03:50 PM

View PostRoland, on 27 May 2013 - 03:25 PM, said:

The capping is one thing WoT does better than MWO.


It is among the VERY few things WoT does better.

I support rewamping the capture mechanic, maybe it shouldn't be as hard as it is in WoT, but it should be harder than it is currently in MWO.





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