Tweaks, on 11 September 2013 - 04:29 PM, said:
Several players have been asking for capture to be completely removed from the Assault game mode. The main counter argument to that is always: This will only encourage the last players to power-down and hide until the game timer expires, and it's very boring!
Sorry, but that is wrong. The counter argument is stop being single minded tactically, and learn to defend your base.
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I have a solution to this, or at least, think this could work...
1. Remove capture points completely
2. Replace the capture bars by a victory bar for each team.
3. When half or more of the enemy team is destroyed, the victory bar for your team would start to fill up very slowly.
4. The more enemy 'Mechs are killed, the faster the bar would grow to be at its maximum growth speed when only one enemy is left.
5. When the bar of a team is full, that team wins the match.
This means that the only way to win a match would be:
- To kill enough enemy 'Mechs for the victory bar to grow faster than the enemy's, and then wait for it to fill up
- To kill every last enemy 'Mech
- To wait for the game timer to expire (which will rarely happen unless both team agrees to stop fighting)
If only one enemy is left on the enemy team, then the victory bar would quickly take care of it and end the match. No more powering-down and hiding until the match timer expires.
While I under stand the reasoning of this idea, I do not agree with it.
This is my thinking:
When an attacking force is damaged to the extent that they could no longer achieve the objective of the mission, that force would withdraw. Under the assault match's set up capturing a strategic point is the goal. Whether it's a space port, refinery, or military base. If the defenders roll over the attackers even 3 attacking units that get around the enemy and take over the objective cannot hold it. They are out numbered, cut off from their lines of supply and reinforcement, their position is untenable.
If however the objective was to destroy, or otherwise deny the opposing force the use of the objective, then having a fraction brake through and capture/destroy will do. Especially if this particular objective is needed for an over all operation or campaign to succeed.
This is how your idea would reasonably make sense. However this is a war game that is based on immediate tactical needs and objectives, so the idea does not work.
With your idea implemented that all a team has to do to win is kill 25%-50% of a team then brake off and avoid contact. The objectives of the assault mode change from capture the enemy base/drop point, or kill the opposing team, to dont bother just kill about half and call it a day.
The main objective of the match is to capture the enemy base/drop point. If you cannot find the last two mechs on the opposing side you have two choices. Pull back and guard your base, because in order to win they must take it. The second is to attack their base. This way all you have to do is cap their base to win. In no way do you have to wander around the map looking for the last shut down mech on the enemy team.