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Mode Type Fix: Instant Capture


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#21 GRiPSViGiL

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Posted 01 November 2013 - 04:33 AM

OP is on to something here. Do not just cast this idea out without thinking about it.

It forces a dedicated Defense. This would add the intuitive part of strategy concerning the Assault game mode. As of now people do not really react to the capping warning since most often it is a light trying to disrupt the main enemy force splitting them or the brawl starts and people get engrossed in it neglecting defending.

My only addition and requirement for this would be to expand the area a defending player would have to be in to keep the cap from happening. Same for the cap area because in order to fight you need some area to maneuver and the current cap point is to small. Certain maps would need some adjustments to allow for the room of both the cap and defense areas.

I really think this is what Assault needed from the get go.

Also, do not critique this idea from the current Meta. We all know some sort of class/tonnage restrictions will come. The notion that bring all Assaults to games isn't gonna fly once CW is fleshed out.

Edited by GRiPSViGiL, 01 November 2013 - 04:39 AM.


#22 Poerisija

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Posted 01 November 2013 - 04:43 AM

This would change nothing. Best way to win now is to camp with entire team, best way to win then would be... to camp with your entire team.

#23 Almond Brown

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Posted 01 November 2013 - 08:53 AM

View PostCaptain Stiffy, on 01 November 2013 - 01:11 AM, said:

I guess that the real question being posed here is "what if bases actually required defending"?


LOL! You know all those threads about all those good players who face those BS base capping loses. Is that the type of base your talking about because those bases obviously required defending... LOL :huh:

View PostCaptain Stiffy, on 01 November 2013 - 01:45 AM, said:

What do you see the role of base capping being in general?


The ability to torture and defeat the Teams of mostly Heavy and Assault slugs, that always over extend themselves, lose and then whine about it. That is the Caps role.

Edited by Almond Brown, 01 November 2013 - 08:54 AM.


#24 Joseph Mallan

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Posted 01 November 2013 - 08:56 AM

View PostCaptain Stiffy, on 31 October 2013 - 10:53 PM, said:

To really want to make the game interesting and more like Battletech they should have bases capture instantly.

This means that if a single enemy player sets foot on your base (assault mode included) for even a fraction of a second while you have no defenders on your base, you lose instantly.

Think about it first, then reply. Thanks :huh:

On TT to capture a base, steal supplies or down load data, one Mech(at least) had to stand in or adjacent to a location for X number of turns before the prize was won. And often they also had to exit the map from their entry edge.

#25 Nick Makiaveli

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Posted 01 November 2013 - 09:54 AM

View PostCaptain Stiffy, on 01 November 2013 - 01:13 AM, said:

So why have bases then

Even now one in 5 games ends in a lamecap



So defend?

Seriously, you come across as one of those guys who wants other people to defend the base so you can go fight, then complain that the lights didn't back you up when you got murdered by the enemy lights.

It's simple really. If the enemy starts capping your base, you either head back to stop it, or push on to their base. It just depends on relative distance and your speed. Those that RTB try to disrupt the capture, those that attack try to cap.

What's the problem?

#26 Gallowglas

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Posted 01 November 2013 - 09:58 AM

View PostCaptain Stiffy, on 31 October 2013 - 11:58 PM, said:


Nobody has a good argument as to why this is any less broken than what we have now.

At least we'd have an actual objective in the game.


If by objective you mean 15 minutes with both teams just sitting at their own base, then yes. Less broken? I think not. Let's not add more broken modes to the mix, please.

#27 Vodrin Thales

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Posted 01 November 2013 - 10:06 AM

View PostCaptain Stiffy, on 31 October 2013 - 11:58 PM, said:


Nobody has a good argument as to why this is any less broken than what we have now.

At least we'd have an actual objective in the game.


Bad idea because it necessitates leaving at least one mech in your cap point, probably a couple, and being much more cautious about moving the main body away from cap. Much less fun than what we have now.

Think about it. We previously had bases that capped much faster than currently and that was changed because rapid capping is not as much fun as slow capping that generates fights.

#28 Vodrin Thales

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Posted 01 November 2013 - 10:10 AM

View PostGRiPSViGiL, on 01 November 2013 - 04:33 AM, said:

OP is on to something here. Do not just cast this idea out without thinking about it.

It forces a dedicated Defense. This would add the intuitive part of strategy concerning the Assault game mode. As of now people do not really react to the capping warning since most often it is a light trying to disrupt the main enemy force splitting them or the brawl starts and people get engrossed in it neglecting defending.

My only addition and requirement for this would be to expand the area a defending player would have to be in to keep the cap from happening. Same for the cap area because in order to fight you need some area to maneuver and the current cap point is to small. Certain maps would need some adjustments to allow for the room of both the cap and defense areas.

I really think this is what Assault needed from the get go.

Also, do not critique this idea from the current Meta. We all know some sort of class/tonnage restrictions will come. The notion that bring all Assaults to games isn't gonna fly once CW is fleshed out.


I really don't like the idea of needing to keep a mech or two in a completely static position. The current mechanic does allow you to move into a position where you can engage the standard enemy approach while still being able to defend your cap. This change forces part of each force to stay near cap, and that can be pretty boring for the defensive force.

#29 Narcissistic Martyr

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Posted 01 November 2013 - 10:20 AM

View PostCaptain Stiffy, on 31 October 2013 - 10:53 PM, said:

To really want to make the game interesting and more like Battletech they should have bases capture instantly.

This means that if a single enemy player sets foot on your base (assault mode included) for even a fraction of a second while you have no defenders on your base, you lose instantly.

Think about it first, then reply. Thanks :huh:


I shall win all the matches! YES!

#30 Mechteric

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Posted 01 November 2013 - 10:49 AM

Awful idea that would lead to more tears. The upcoming attack and defend may have more what we need, along with standard team deathmatch type modes.

#31 wintersborn

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Posted 01 November 2013 - 11:45 AM

LOL I would uninstall faster than could read the patch notes.

Capping in assault should not even be in the game, but I don't care what they do to Cap Warrior Online mode.

#32 Zyllos

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Posted 01 November 2013 - 12:06 PM

I would be fine with this if it was push style where you have to capture bases in sequence.

#33 CravenMadness

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Posted 01 November 2013 - 10:22 PM

Maybe, if each base had a built in Jaeger point defense field where quad 6xac2 jaegers played Lookout automatically and you had to kill them before being able to secure the point.

But then you may as well turn it into armored core eighty-seven, and just have all your mechs boosting around the map and targeting reticules as large as your screen that way everything always hits, no matter what, and you don't actually have to do anything except spam the fire button and face in the general direction of what you want to kill.

#34 Orodain

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Posted 02 November 2013 - 04:45 AM

Get rid of capturetech entirely in assault mode and make the game worth playing.

Nobody wants to sit in base, nobody wants to run around after some lights playing run and stand.

Capturetech in assault only serves to patch the hole of annoying lights forcing draws.

Fix capturetech in assault.

#35 Murzao

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Posted 02 November 2013 - 07:42 AM

First off a win is a win is a win. All the QQers in assaults that don't like the real objectives don't mean squat. But instant is too fast because you can't kill a spider before he jumps on your base. All that is required is to move the capping speed back to where it was. It was fine there. You needed to defend your base but you didn't auto lose unless they had 4-6 people go around you, in which case you deserve to lose.





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