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Breaking Up 12V12


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#1 White Bear 84

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Posted 07 August 2013 - 04:49 PM

Ok, so in order to break up 12v12 into more spread out battles, what about timed (and paid) objectives where all of your (alive) lance must reach a certain checkpoint? Then at some point, you will cross paths with the enemy team with the same objectives. If you do not reach the objective within a certain time you lose the C-bill bonus for that objective.

Why?

Because with 12v12 the game has once again reverted to a find cover, keep distance snipe fest - or a very urgerly zerg push. It would be great to find a mechanic that could add some tactical element to the game.

The same could be said for conquest - reward more c-bills for how many resources were earned and how long each point was held - again encouraging play around the objectives and reducing the relevance of the zerg/snipe fest.

The same could be said for dropship - you want to replenish mechs fast? Hold more resources!

Design the game modes so that the matches do not revolve around every mech going to the same spot to face it off in a slug fest.


We still see slug fests in conquest why? Because it is still easier to win by just killing all other mechs than it usually is to cap out, not to mention the little reward that is given to capping out.
Ok - problem, what is to stop player just sitting back holding objectives rather than fight? The objective is dymanic so the team will not get their reward unless they move to next objective - of course encountering enemy lance on the way! The cut off could be instantaneous or a gradual decrease in the c-bill reward for the objective to take into consideration encounters.

Basically the amount you make should be something like (going from smallest to largest)

CAP OUT -> KILL ALL MECHS -> OBJECTIVES

Conquest - capping points:
x2/x3/x4 multiplier for number of locations held
x0.5/x1/x1.5 multiplier for holding each point over time

WB

#2 Bartholomew bartholomew

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Posted 07 August 2013 - 05:23 PM

There does need to be a bigger incentive to not just assalt during conquest. Just to give the lights that do all the work winning or being the last inglorious death something to reward the effort or cappping. Maybe an xp multiplier for time on cap and captured bases the same as parts destrucion and kills respectively.

#3 White Bear 84

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Posted 07 August 2013 - 05:54 PM

I think that is the problem - at the moment the only really incentive is to kill all other mechs, which is great fun but it fundamentally leads to the zerg brawls we commonly see. Alternatively you have lights that just break off from the group and cap out.

Incentives need to be present to encourage teams to use more of the map, spread out, capture things, hold objectives etc etc. What is the point of terra therma if lights just run around the edge of the map to base cap, or canyon/alpine/tourmaline and any other map if mechs always snipe from the same ridge lines?! There really is no liquidity in how games generally turn out. Its a very static, find the enemy, set up shop on the ridge and then best sniper wins. Ok you might get some tactics but 90% of the time this is how the games play out, which is exacerbated by 12v12...





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