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Game Modes Aka Fight The Blob


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#1 Corvus Antaka

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Posted 15 August 2013 - 09:27 AM

the best way to breakup the blob is the only way - to force objectives that force teams to divide their force to be successful, and risk a loss if they do not do so.

conquest - make bases easy to capture & toggle again, pre-patch timers where perfect. make it important to not only cap bases, but to hold them too. currently holding them is far to easy, and cap timers are much too long to be fun to retake as a single mech, something that should remain a viable strategy and not 3 minutes of standing on cap boredom.

possible additions - make it so that points only acrue if mechs are standing on the base, or they acrue faster perhaps. Setup the gamemodes so that light lance scouts, medium lance flanks, assault lance holds a key point perhaps.

CTF type gamemode, or escort type gamemode like teamfortress escort the train, while defending your base/MFB (sensor command post, no ingame repairs pls)

Another option might be to do something CTF type to conquest, like for example the points only acrue if your team is holding more nodes than the enemy team, or maybe put 7 nodes down instead of 5, again faster or very fast cap overs, thus forcing mechs to scatter into groups of 2-4 to cover nodes that are fairly close together but dispersed and can be capped quickly if not defended. Perhaps stack cap speeds as more mechs are capping togehter/holding base, and make base pads bigger to enable more fighting/interrupting of resource gathering.

most importanyl map/mode design must force teams to break the blob apart, and make the blob a much riskier all or nothing strategy. the attempt with longer conquest timers was not a bad idea, but seems to have backfired, trying super fast cap timers or even the ones to force more mobility/defense etc may be a better choice.

something like territorial control perhaps, break the map up into 9 territories, and mechs inside a territory for 1 team brings that territory into your team for points, mechs from both stops it, thus mechs have bigger regions to seek/destroy and a larger overarching need to attempt to control the entire map rather than small bases on the map.

an optional ctf gametype - flag is on base A, enemy flag on base B. niether can cap if both hold flag. BUT...to cap, you dont cap at the flag base A/B, you cap at base C/D (escpae dropship/whatever) thus 2 bases need to be defended and controlled and attacked at the same time.

Edited by Colonel Pada Vinson, 15 August 2013 - 09:34 AM.


#2 Stingray Productions

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Posted 15 August 2013 - 10:14 AM

View PostColonel Pada Vinson, on 15 August 2013 - 09:27 AM, said:

[color=#959595]possible additions - make it so that points only acrue if mechs are standing on the base, or they acrue faster perhaps. Setup the gamemodes so that light lance scouts, medium lance flanks, assault lance holds a key point perhaps.[/color]

sounds sort of like "King of the Hill." Still, not a bad idea.





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