The Best Idea For Adding Variety That I've Seen Is...
#1
Posted 25 September 2013 - 01:05 AM
Right now, the drops are a bit stale, and the strategies are becoming canonical (whether they should or not.) Having to actually determine the enemy base and concoct a unique plan of attack based on positioning (even if asymmetrical or disadvantageous) would add a lot to the tactical nature of the game.
I'd even be fine with weighted percentages on drops (like, 40% gamma/sigma, 20% theta/epsilon/kappa) if it would at least occasionally add variety to the optimal strategy for a single game.
Even adding sets of pairs to prevent imbalanced starting positions (say, sigma/gamma, epsilon/kappa, theta/gamma, etc. depending on the map) would at least add a bit more tactical decision-making.
I've often been accused of being a {Noble MechWarrior}, but even for me, the matches are becoming a tad too predictable. I mean, I still have fun in almost every drop, but it would be MORE fun if we had to make actual tactical decisions on a map, instead of following the majority-determined "best" strategy.
#2
Posted 25 September 2013 - 01:18 AM
But its near complete chaos on "random" teams because we don't have sufficent in game communication....
#3
Posted 25 September 2013 - 08:16 AM
The bases remain the same but the middle points get turned off randomly.
#4
Posted 25 September 2013 - 08:21 AM
Thomas Dziegielewski, on 25 September 2013 - 08:16 AM, said:
The bases remain the same but the middle points get turned off randomly.
sounds promising - Conquest Random isn't the worst name
#5
Posted 25 September 2013 - 08:57 AM
Thomas Dziegielewski, on 25 September 2013 - 08:16 AM, said:
The bases remain the same but the middle points get turned off randomly.
Thomas Dziegielewski, on 25 September 2013 - 08:16 AM, said:
The bases remain the same but the middle points get turned off randomly.
AWESOME!
Thanks for the response, glad to hear it's in the pipeline!
#6
Posted 25 September 2013 - 12:01 PM
Thomas Dziegielewski, on 25 September 2013 - 08:16 AM, said:
The bases remain the same but the middle points get turned off randomly.
What you're saying here also sounds interesting, but it's not what the OP was suggesting.
I believe the OP was suggesting that "Assault" games get their "base" points and coinciding drop points randomized from among the available "Conquest" base locations.
This way you have to take stock of what you get when you hit the dirt.
#7
Posted 27 September 2013 - 07:56 AM
I'm guessing the former will be fun especially when one of the middle bases is closer to the other team. I'm predicting it will turn a little into Attack/Defend at that point.
#8
Posted 27 September 2013 - 03:14 PM
"Reikland Factory:
4 cap points. 1 centre 3 orbital. The central point give more points over time than the 3 outter points
Capturing the Steam Tank Plant (centre) is not a guaranteed road to victory in this Scenario. It's very tempting to capture this location and hole up inside, but if you do that and allow the other team to capture the other locations, you will lose. Capturing all three of the outer area locations will net you more points over time than the SteamTank Plant alone. A smart team will capture the Steam Tank Plant PLUS one of the other three capture locations. Be warned though, holding more than one capture location in this Scenario will be a challenge, given the size of this map!"
#9
Posted 27 September 2013 - 07:29 PM
#10
Posted 27 September 2013 - 08:42 PM
Conquest Strategic
Each game, your team starts at different randomly-determined cap points. Each cap point has one of the following 'bases.' They are distributed randomly each game, so there's always a different set of goals. Also, it encourages lights to rush out and scout, to let the team know which base is at which cap point.
The bases are:
Airfield. If you control this cap point, your team gets access to an air strike, which any member can launch, and that recharges every 60 seconds.
Artillery Battery. As above, but with an artillery strike.
Drone Base. Every 60 seconds someone on your team can launch a UAV. (Honestly, I'd rather they be able to pull up the battlegrid and put a UAV anywhere on the map, but that functionality's not in the game yet.)
Resource Collector. If you control this cap point, your airstrikes, artillery barrages, and drones recharge 50% faster.
Dropship. If your mech has been destroyed and your team controls this dropship (and there's not an enemy in the cap zone contesting control), you can enter a new mech, which launches 30 seconds later. The dropship contains whichever 4 mechs are the current trial mechs. After a player launches, it takes 60 seconds before someone else can use this option.
What do you think?
Edited by Chou Senwan, 27 September 2013 - 08:43 PM.
#11
Posted 27 September 2013 - 10:51 PM
You have a massive resource of players with plenty of feedback ... plenty of feedback ... to give.
#12
Posted 27 September 2013 - 11:28 PM
Edited by PEEFsmash, 27 September 2013 - 11:35 PM.
#13
Posted 28 September 2013 - 12:53 AM
IE, Your assaults start more towards the "front" , heavys behind etc etc. I guess the main problem there is 1 assault on a team would be all alone for a bit until the rest of the team either caught up or something else....
From that I guess maybe lance drop points. IE, each lance starts somewhere different.
Say on assault alpine, 1 lance starts a little infront of their main base. 1 Lance starts waaaay to the west, (somewhat near that hill for the South side team) and 1 lance starts where....theta would be in conquest is it ?
Basically, on the larger maps, split the drop points for the lances. Somewhat preventing the blob in a way, but also giving more options & hopefully making more use of the maps.
Do all your lances regroup somewhere ?
Do the flanking lances just press forward while the middle lance holds the centre ? (meaning there would be 3 skirmishes of 4v4's basically.)
Meh, probably needs better explaining but yea....
Edited by Fooooo, 28 September 2013 - 12:56 AM.
#14
Posted 28 September 2013 - 01:17 AM
PEEFsmash, on 27 September 2013 - 11:28 PM, said:
**** a guy who posts penises in Twitch launch event has no opinion to have
you are the kind of player that wouldnt move an inch out of its Camphole if he wouldnt
be forced via random things
adapt and overcome oh wait that would mean work and clear thinking gosh
Edited by Inkarnus, 28 September 2013 - 01:19 AM.
#15
Posted 28 September 2013 - 01:21 AM
Thomas Dziegielewski, on 27 September 2013 - 07:56 AM, said:
I'm guessing the former will be fun especially when one of the middle bases is closer to the other team. I'm predicting it will turn a little into Attack/Defend at that point.
We've been asking for this for months. Since conquest came out, really. So hooray, I guess, but what took so long?
Was this just simply never noticed as a suggestion, never internally brainstormed? Or was it suggested internally/externally but somehow there was managerial pushback?
#16
Posted 28 September 2013 - 01:31 AM
#17
Posted 28 September 2013 - 03:07 AM
Inkarnus, on 28 September 2013 - 01:17 AM, said:
you are the kind of player that wouldnt move an inch out of its Camphole if he wouldnt
be forced via random things
adapt and overcome oh wait that would mean work and clear thinking gosh
I wouldn't mind allot of randomness. The bigger the range of options the better. But I can see why competitive players dislike random. It makes the comparison it hard to say that all else being equal one player or group of players is better then another one.
Edited by Hauser, 28 September 2013 - 03:08 AM.
#18
Posted 28 September 2013 - 04:50 AM
Thomas Dziegielewski, on 25 September 2013 - 08:16 AM, said:
The bases remain the same but the middle points get turned off randomly.
Based Thomas. This is why you're my favorite PGI fella. (Also because when I see you on my team I know I won't have to carry your weight.)
#19
Posted 28 September 2013 - 05:29 AM
Hauser, on 28 September 2013 - 03:07 AM, said:
I wouldn't mind allot of randomness. The bigger the range of options the better. But I can see why competitive players dislike random. It makes the comparison it hard to say that all else being equal one player or group of players is better then another one.
The randomness in this case doesnt change the fact that its still the same map
except if it would give a team an unfair advantage. As long as it just changes the way
the map is played there can be no real objection put against the randomness.
A truly Competitive team doesnt fear change only the FOTMs fear change.
#20
Posted 28 September 2013 - 08:06 AM
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