Jump to content

How To 'fix' Capping Without Removing It.


2 replies to this topic

#1 Sable Dove

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,005 posts

Posted 22 October 2013 - 05:20 PM

Right now, a win is 300XP and a loss is 100XP (and the equivalent CBill values that I don't know off the top of my head).

So instead, at the end of each match, give each team 100 XP. Call is Salary or battlefield experience.
Give the team that completes the objective (first) 100XP.
The team that eliminates the other gets 100XP.
If the enemy team is eliminated without completing the objective, the eliminating team gets all 200XP.

There. Capping is serious because even if you eliminate them, the enemy is essentially stealing a third of your XP/CBills for the win, but at the same time, sending 11 mechs to cap ASAP will not get you the win and end the game.

The objective is important, but a quick cap doesn't end the game after a disappointing 3 minutes of walking and waiting, where no one gets any significant rewards.

Not perfect, but it will dramatically decrease the number of bad games.

#2 Farix

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 890 posts

Posted 22 October 2013 - 05:32 PM

Just play Assault as Capture-the-Flag and you won't stress of capping any more.

#3 OneEyed Jack

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,500 posts

Posted 22 October 2013 - 05:41 PM

Capping needs to be a viable alternative, not just a bonus. Nor should a team be penalized for not capping before eliminating the opposition, since an un-opposed force really should be considered as automatically being able to complete the objective (who's gonna stop them?). It would also open the door to suicide-griefing, the last mech killing himself while they try to cap before hunting him down.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users