Capture Mechanics: Mwo Vs Wot
#1
Posted 27 May 2013 - 11:02 AM
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
Posted 27 May 2013 - 11:09 AM
#3
Posted 27 May 2013 - 11:44 AM
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
Posted 27 May 2013 - 12:37 PM
And of course...
OH LOOK IT'S THIS THREAD AGAIN!!!
#5
Posted 27 May 2013 - 12:42 PM
#6
Posted 27 May 2013 - 02:00 PM
LawDog, on 27 May 2013 - 12:42 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.
#7
Posted 27 May 2013 - 02:09 PM
hammerreborn, on 27 May 2013 - 02:00 PM, said:
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
Posted 27 May 2013 - 02:10 PM
Quote
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
Posted 27 May 2013 - 02:23 PM
Lukoi, 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
Posted 27 May 2013 - 02:31 PM
Lukoi, 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
Posted 27 May 2013 - 02:36 PM
NachoFoot, 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
Posted 27 May 2013 - 02:38 PM
#13
Posted 27 May 2013 - 03:02 PM
#14
Posted 27 May 2013 - 03:08 PM
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
Posted 27 May 2013 - 03:11 PM
Accursed Richards, on 27 May 2013 - 03:02 PM, said:
eh if that was a thing it would even further push people to run all-assault mechs unfortunately
#16
Posted 27 May 2013 - 03:17 PM
Edited by Belorion, 27 May 2013 - 03:18 PM.
#17
Posted 27 May 2013 - 03:25 PM
#18
Posted 27 May 2013 - 03:41 PM
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
Posted 27 May 2013 - 03:43 PM
#20
Posted 27 May 2013 - 03:50 PM
Roland, on 27 May 2013 - 03:25 PM, said:
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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