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Conquest Capping


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Poll: Conquest Capping (36 member(s) have cast votes)

Decrease Time for Base Caps

  1. YES (22 votes [61.11%])

    Percentage of vote: 61.11%

  2. NO (14 votes [38.89%])

    Percentage of vote: 38.89%

Spread out Bases on Maps

  1. YES (20 votes [55.56%])

    Percentage of vote: 55.56%

  2. NO (16 votes [44.44%])

    Percentage of vote: 44.44%

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#1 Tyman4

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Posted 23 October 2013 - 01:12 PM

Currently, capping the 5 bases in conquest mode is pointless.

This is because the standard Teamdeath match can occur in the center. AND the winning team still has enough time to get to all bases and get to 750 resources first. DESPITE being at a big point deficit.

I would like the base capping in "Conquest ONLY" to be faster for individual mechs and only scale linearly with each additional mechs.

Alternatively, spreading the bases into the further corners of the map would be good too. Plus, we the players might actually get to fight in new locations on the old maps.

Agree or disagree but please post Why and Potential Alternatives ;)

#2 Felio

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Posted 23 October 2013 - 02:28 PM

Another possible measure would be boosting the Capture Accelerator module substantially. 115% of a snail's pace is still a snail's pace.

But yeah, when they nerfed the speed for 12 vs 12, it really made it make less sense for lights to cap. It takes you out of the fight for too long. And lights didn't exactly have an overabundance of things to do in their role to begin with.

#3 Murphy7

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Posted 23 October 2013 - 02:36 PM

I voted "NO" on decreasing the time on Base Caps, and "YES" on spreading them out more.

Something I would rather see is the rate of speed of capping be proportional to your mech's weight contribution to the tonnage of your side still active.

This makes it easier and more feasible for a few mechs remaining to make more of a cat and mouse game to competing for the resource win condition, which becomes essentially meaningless if your lone mech takes forever to cap a base on its own despite being the only one left active.

At the same time, I don't want lone Locusts peeling off and quick capping bases while the there are one or two large furballs deciding by combat a portion of the contest.

Consider a best cap time being 1/4th what it currently takes a single mech without a module to cap one base. Lets call it 20 seconds.

Examples of what I mean:
  • You are in a Centurion in a group with a total drop weight of 700 tons over 12 mechs. You and a Shadowhawk are capping a base with 105/700'th of best cap rate, or 20 seconds / (105/700) = 133 seconds to cap
  • Your Centurion and Shadowhawk pair move to the next base, but your team has lost 260 tons of its drop weight in a lavabath suicide pact on Terra Nova. You two now represent (105/440 tons remaining), and can cap a base in in 20 / (105/440) = 84 seconds
  • Your Centuron and Shadowhawk are all that is left of the team, and for some reason the Shadowhawk is running interference while you cap a base. You cap the base in 20 seconds / (50/105) = 42 seconds.

What a system like that would do is make it easier to cap bases with fewer mechs when there are fewer mechs active on your side, making trying to eke out a cap win a bit more doable if calamity strikes your side. It also doesn't strongly favor a fast cap lance by itself unless things go awry with the rest of the team. It also makes it so if you move with the entirely of whatever remains of your team onto a base, you are capping that base in no more than 20 seconds.

The capture accelerator mod in a system like this would increase your apparent tonnage for capping purposes without changing the total tonnage value of your side, and it may or may not be coded to allow you to exceed that 20 seconds fastest cap possible.

#4 Sandpit

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Posted 23 October 2013 - 02:40 PM

I voted no on time decrease but yes on moving points. I still think a nice change of pace would be having the capture points either appear at random spots on the map instead of same static points every game or only certain capture points are active at certain times. So Epsilon and kappa might start as active then switch after 1-2 minutes to sigma and theta, etc. This would cause firefights in different locations on the maps as well as forcing players to be more dynamic when planning strategies. It wouldn't be played the same exact way over and over and over again

#5 Harmatia

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Posted 24 October 2013 - 10:18 AM

I don't know about the time to cap, but they could definitely spread the points out a bit more. Or in the event of smaller maps like Forest Colony, take one or two of the 5 points out. Maybe make Forest Colony a 3 point map? Battlefield is the king of conquest mode and not all maps have the same number of points.

#6 Roadkill

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Posted 24 October 2013 - 11:45 AM

I voted yes to both, but Murphy7's idea would also be acceptable. It just takes too long to cap in Conquest right now... let Assault be deathmatchmode for the people who like that, but fix Conquest so that it is a viable alternate play style. Right now it really isn't because it takes too long to cap the bases.

#7 Tyman4

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Posted 24 October 2013 - 11:58 AM

Wow, I'm impressed, I like both Murphy and Sandpits ideas. Murphy's would force players to switch between fighting and capping, b/c the team that lost the fight actually has faster cap times. However, What if the CENT. in your example is the only mech left? Is he 50/50 and 20 seconds to cap? That's pretty fast especially if many of the other team are alive. A great choice for a test server (wink wink PGI).

Also, turning the bases on to make the game dynamic sounds friking cool. People actually need to see the entire map. In fact, I was just thinking that on Crimson strait the spawning areas are actually cool places to have a fight, but they hardly get used.

Also, Should we eliminate the Yellow section of the cap bar? Then you just need to neutralize the enemy points and immediately start earning for your team, meaning less waiting and more moving.

#8 Viges

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Posted 25 October 2013 - 04:54 AM

I almost dont play it so I dont care.

#9 Sandpit

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Posted 25 October 2013 - 04:50 PM

View PostViges, on 25 October 2013 - 04:54 AM, said:

I almost dont play it so I dont care.

Then why post? By the very nature of posting you show otherwise because if you truly didn't care you wouldn't care enough to post.

#10 Thorqemada

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Posted 25 October 2013 - 08:17 PM

Currently Conquest is Assault until the last "Quarter" of a Match...it was a great dynamic mode once in the past...

#11 Asmosis

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Posted 25 October 2013 - 09:19 PM

voted No for both, the bases are spread pretty far out as it is and you need the ability to flank them.

Capping time only feels slow if your the only mech on the base, and that's because its designed to be capped by multiple mechs at once now rather than 1-2 lights zooming in opposite directions capping everything. If anything, they could implement a tier 2 capping module at 30% but really base capping was waaaaaay too fast back when it was 8v8, it was desperately in need of being slowed down.

#12 Thorqemada

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Posted 26 October 2013 - 11:02 AM

I disagree - bcs Conquest as of now is 3/4 Assault and thus a huge failure - its a Kotau (Kowtow) to the "Assaults" in every possible interpretation of the meaning...





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