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Ideas To Improve Capping In Assault


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#1 MizarPanzer

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Posted 03 August 2013 - 09:49 AM

To start off:
  • This is not a whine thread about capping.
  • This is an attempt to build on the strategic depth current capping mechanics offers.
Idea One:
On larger maps such as Terra and Alphine, each team will have two bases instead of one. And a team will only lose a match if they lose both of their bases. This makes it more difficult to get a fast cap victory and gives defender more time to react. If someone lose all of their bases to capping then they can really have no complaints.

This suggestion does make a cap victory more difficult and reduces the effect of fast mechs on the game. This can be compensated by giving greater rewards for capping and defending the base. The rewards should also be greater as there are now two bases to be capped. Of course, a well-organised team can also pull of a successful ninja-cap by start capping both bases at the same time!


Idea Two:
The base locations should be dynamic (possible in a number of pre-set locations within 500m of spawn point). It makes no sense to me that one would set up a base and then put a giant neon light on top of it to tell the opposition exactly where it is.

In assault, the base(s) locations will be initially unknown to the enemy until it is discovered. Those who discover the base location should receive a reward.

Summary:
These suggestions makes winning by capping more difficult and time consuming, satisfying those who wishes to dish their ammo out at their opponents for ample time. However, it will also be much more rewarding for those who did manage to pull it off as opposed to the current .run towards a point on the map and stand there for a minute'.

Let the discussion begin.

Edited by MizarPanzer, 03 August 2013 - 09:51 AM.






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