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Conquest Maps Hold The Key


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#1 CDLord HHGD

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Posted 02 December 2013 - 07:06 AM

On every Conquest map there are 5 bases: Theta, Epsilon, Gamma, Sigma, and Kappa. With some programming I think these maps should be the basis of a new dynamic game mode.

In every drop you have two bases, the starting points for each side. Using the 5 listed bases in Conquest mode as a guide, randomize where each side drops in. Doesn't always have to be Sigma and Gamma. This will add a whole new dynamic to the drop.

Now, once the two random drop zones are chosen, take a third random base from the remaining Conquest lineup and have it be the focal point for a King of the Hill single capture point. This should help alleviate those who prefer not to cap (even though in Assault, it's a viable winning condition). I digress...

So of the five Conquest bases, we now have three of them in play; two as drop zones and one to capture. I say leave the rigs in for the other two as well just to spice things up more.

This will change the game, spice things up, and with everything being random, scouting will be essential to not only find the capture point, but to locate the enemy forces.

It is possible for the two drop zones to be close to each other... This is mitigated by neither team knowing beforehand where they will land and worst case, end up in a flash fight with lights escaping to do their jobs.

Edited by cdlord, 28 December 2013 - 01:48 PM.


#2 Auzen

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Posted 02 December 2013 - 12:46 PM

I like this, as I think it provides a good reason for light/fast mechs to provide scouting info that is genuinely beneficial to the team, other than just "enemy team is approaching the usual spot" - and aside from that, it also provides some much needed randomness to the current setup, so maps will play out differently than the standard "set up here and wait for someone to flinch" that we see now. Frozen City would be different if each side didn't just march into position on their respective side of the ridge.

The biggest potential downside that I can see, though, is that PUGs that already don't communicate will be at an even bigger disadvantage against those who do. I almost exclusively PUG these days, and it's tough to get people to hold locks for teammate LRMs, now translate that into coordinate a push from two separate spawn points to try to surround an unfortunate enemy force that is stuck between you.

Still, it's an interesting idea, and I'd definitely give it a try if it were set up that way. Sometimes a little chaos is a good thing, heh heh.

#3 Oppresor

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Posted 02 December 2013 - 01:41 PM

Anything to dig my Recon Spider out has to be good.

Light Recon All The Way

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#4 Gigastrike

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Posted 03 December 2013 - 06:00 PM

I'm thinking this could either make the battlefield too small or too linear.

#5 Wildstreak

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Posted 03 December 2013 - 11:02 PM

I think this could also be done in Assault and leave out the third point to fight over.

#6 CDLord HHGD

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Posted 04 December 2013 - 01:04 PM

View PostGigastrike, on 03 December 2013 - 06:00 PM, said:

I'm thinking this could either make the battlefield too small or too linear.

Worse than it is now? I fail to see your point, can you elaborate please?

This would provide for a randomly shifting battlefield, every drop would be different. Where are you gonna drop? Where's the enemy? And where's that darn capture point going to be? Close to me, close to them? Granted in the randomness if both teams drop right next to each other (reminder, the spawn points would still be separate and one of the 5 Conquest bases) then it could turn into a nasty little fur ball. But then again, you'll still have that one point to capture, it'll be no different than Assault brawling today, and both teams would be caught off guard by the random deployment.

#7 Mcchuggernaut

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Posted 05 December 2013 - 12:35 AM

Interesting idea cdlord. I like the concept.

#8 HammerSwarm

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Posted 05 December 2013 - 12:26 PM

This concept has my support as does any king of the hill game mode.

#9 Lokesh

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Posted 07 December 2013 - 05:09 PM

+1

#10 CDLord HHGD

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Posted 28 December 2013 - 01:49 PM

Bringing this back to the front as it is still a viable option/idea.

#11 Bagheera

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Posted 29 December 2013 - 11:18 AM

Nice, I can dig this suggestion.

View PostMerchant, on 03 December 2013 - 11:02 PM, said:

I think this could also be done in Assault and leave out the third point to fight over.


If only ...

#12 CDLord HHGD

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Posted 11 January 2014 - 01:19 PM

Bumpage! There are more suggestions out there, I can feel it!

#13 CDLord HHGD

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Posted 11 February 2014 - 05:45 PM

Bumpity!

#14 Unknown Kadath

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Posted 13 February 2014 - 11:06 AM

Mine as well replace Conquest completely with this.

Insofar, I've been playing pretty much nothing but Conquest, and almost no one tries to cap. At most, there have been two others on my entire team that work with me to cap, and we always end up as the last people alive. Don't get me wrong, I do love Conquest, but pretty much no one plays it how it's set up, the middle of every map just turns into a slug-fest between everyone, and we always loose because one or three mechs are running around and capping.

#15 Voivode

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Posted 13 February 2014 - 11:20 AM

The idea of randomized start locations in a new game mode as well as the current game mode would be pretty welcome. As is we know where the enemy team starts and scouting is almost obsolete as tactics have solidified around a very heavy force that knows where the enemy will spawn. It would be crazy if we needed scout mechs to scout.

#16 CDLord HHGD

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Posted 31 March 2014 - 06:47 AM

I still think this would be a good idea and I'm not the only one... :ph34r:





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