Jump to content

Team Deathmatch Mechanich Suggestion


No replies to this topic

Poll: Countdwn based deathmatch (1 member(s) have cast votes)

Do you think countdown based deathmatch is a good idea ?

  1. yup (1 votes [100.00%])

    Percentage of vote: 100.00%

  2. no hell no (0 votes [0.00%])

    Percentage of vote: 0.00%

Vote Guests cannot vote

#1 Urdasein

    Member

  • PipPipPipPipPipPip
  • 237 posts

Posted 26 November 2013 - 12:17 PM

Some people like those two game modes as they are. With all the caping stuff and dont feel the need for another game mode.

Some other people would like to see another game mode without any caping mechanic.

--------------------------------------------

Death match could be fun, but how do you end a game when the survivor is a lone light mech doing hide & seek ? Timer ?

If the timer is too long, this could be very boring.
If the timer is too short, games ending too soon are frustrating.

So the timer is not a good idea.

------------------------------------------------

I suggest a kind of countdown starting when a mech is killed. The points are removed from the team pool for each player deceased.

It is like a conquest mode where a capture points begin to add point when a mech is killed.

What does it mean ?

-> if there is a remaining light. He can still win with the run away tactic if many ennemy mechs died early... In the other hand, if he is the last one, there are 11 activated countdown and the game will end soon.

-> this will force players to play SMART, hide, scout, use cover and support each other... Because this time, dying REALLY mean making your team loosing.

-> yep the worse case scenario include a lonely ***** being killed and the entire ennemy team avoiding fight. I am aware of that, so thetimer could be slightly exponential/square: 1 down slow countdown speed. 2 down = countdown speed incrased by 2. 3 down by 4...

So what doi you think ?

Yeah or meh ?





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users