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Skirmish Mode - Last Man Standing Quick Fix.


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#1 Carrioncrows

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Posted 11 January 2014 - 12:19 AM

In Skirmish mode the simplest and easiest fix to keep the games fast and light without having to chase down those annoying last stands is to have the match timer scale depending on how many active players their are on a team.

If there is only 2 people left active on a team the timer drops 4 minutes (Unless it is currently less)

If there is only 1 active person left on a team the timer drops to 2 minutes. (Unless it is currently less)

This way we can keep games snappy but still afford the sole player on the team enough time to engage or run if he so wishes without taxing everyone's patience.

-Crow

#2 Stingray Productions

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Posted 11 January 2014 - 01:51 AM

this is an interesting idea..hmm, not completely sure about it though. Honestly, i'd like to just try this idea a couple of times in skirmish to get a feel of it to see how i like it.

#3 Carrioncrows

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Posted 12 January 2014 - 06:13 PM

If there is only 1 remaining person on a team, how much time do they need?

2 minutes is about the max in my opinion that someone would need to be able to force them to duke it out or end the match so it's not drawn out unnecessarily.

Remember Skirmish determines win's on whoever has the most kills at the end of the timer so it's not like you would be forcing a draw.

#4 OznerpaG

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Posted 12 January 2014 - 07:30 PM

or if the last mech remaining MANUALLY shuts down the game ends, the other team auto-wins, and that last mech gets to preserve their precious K/D ratio. win-win for everyone

#5 GRiPSViGiL

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Posted 12 January 2014 - 07:41 PM

I can't get on board with this suggestion....had a match were a Raven 3L pulled a win for my team taking out the last 4 mechs and it definitely took longer than 4 mins. I don't care how rare that is but that opportunity should not be taken away. I have done as much myself and seen many other instances that require time to kite or gain more even odds.

#6 Carrioncrows

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Posted 12 January 2014 - 07:56 PM

View PostGRiPSViGiL, on 12 January 2014 - 07:41 PM, said:

I can't get on board with this suggestion....had a match were a Raven 3L pulled a win for my team taking out the last 4 mechs and it definitely took longer than 4 mins. I don't care how rare that is but that opportunity should not be taken away. I have done as much myself and seen many other instances that require time to kite or gain more even odds.


Well how about this, the Raven Pilot gets a kill as the last man standing he gains 1 minute.

So down to last man - 2 minute warning
That last man gets a kill + 1 minute.

The rarity that someone gains a kill or kills off the enemy team as the last man standing shouldn't take priority over the 99% of the other times that that Last man standing ends up just running or hiding.

The Timer should be there to force the confrontation or end the battle.

#7 Craig Steele

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Posted 12 January 2014 - 08:00 PM

There is a simlar thread recently.

But yeah, the suggestion is basically forcing the last mech to fight as a heavy / assualt (ie, stand up and take it) and if it happens to be a light, they will not be able to use their mechs strengths to effect.

Nothing wrong with any mech (especially a light) shutting down in a nice spot and waiting for an enemy to lumber along. If you don't like it equip BAP.

Nothing wrong with a mech using its speed to stretch out pursuers, double back and pick off stragglers, legit tactic for fast mechs. If you don't like it, group up.

Someone else said it better than me, "if your not prepared to play a 15 minute game, don't press launch".

#8 Firewuff

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Posted 13 January 2014 - 12:47 AM

um... no... you asked for skirmish, you dont EVER get to ***** about it being slow when there is only 1 mech on the other team left. The solution to stop this was, after me boys and girls "BASE CAP"

*shakes head* .... we warned you, but NOOOooo you guys though you knew better....

#9 Craig Steele

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Posted 13 January 2014 - 12:54 AM

View PostFirewuff, on 13 January 2014 - 12:47 AM, said:

um... no... you asked for skirmish, you dont EVER get to ***** about it being slow when there is only 1 mech on the other team left. The solution to stop this was, after me boys and girls "BASE CAP"

*shakes head* .... we warned you, but NOOOooo you guys though you knew better....


mhm, but as a light mech jock I like the option of no cap so I can explore my mechs strengths sometimes. If they don't like a 15 minute timeline, blay Assault / Conquest. Pretty simple really. Tick a box exercise.

#10 Firewuff

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Posted 13 January 2014 - 12:59 AM

I've actually seen a light pick appart 2-3 assults but it took time and REALLY good piloting using cover and hitting them from behind. We won. The sugestion to drop the time totally prevents this possibility for good pilots.

#11 Carrioncrows

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Posted 13 January 2014 - 08:33 AM

The Rarity of these Epic last stands don't exactly out weigh the far more common, spending 10 minutes chasing the last guy down.

This is more of a case of 'Greater Good'

#12 Syrkres

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Posted 13 January 2014 - 09:41 AM

I am 100% against a light going off and shutting down.
Also against a light just running off and not trying to engage.

But as others said I have seen lights stretch the opposing team and take out mechs.

So I am also against taking away that opportunity (especially because I play lights often).

But there does need to be something to prevent a mech going off an shutting down.

#13 Gevurah

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Posted 13 January 2014 - 10:27 AM

I'd like to add a secondary proposal - that enemy players once they get to two or less should have the option to flee the field for those who would rather not take a hit to their KDR. Obviously this doesn't resolve around trolls but in reality it's not unrealistic to expect broken forces to rout upon an obvious loss.

So basically they walk out of bounds, 10 seconds later don't die and the game ends with them living but losing the game.

#14 Carrioncrows

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Posted 13 January 2014 - 05:10 PM

As I mentioned above there is the option to add time to the timer as well.

2 Minutes when last man standing and if that Last man happens to get a kill it puts another minute on the clock.

That would keep game's as short as possible, put pressure on the few remaining players still in the game and allow those last stand fighters to fight it out if they so wished.

#15 Craig Steele

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Posted 13 January 2014 - 05:15 PM

View PostCarrioncrows, on 13 January 2014 - 05:10 PM, said:

As I mentioned above there is the option to add time to the timer as well.

2 Minutes when last man standing and if that Last man happens to get a kill it puts another minute on the clock.

That would keep game's as short as possible, put pressure on the few remaining players still in the game and allow those last stand fighters to fight it out if they so wished.


Don't play skirmish, play conquest, cap. Problem solved.

You have to remember, people badgered PGI for months and months for this game model. A lot of people pointed out exactly what you have idenitifed (ie, last man standing) during that stage but the majority still wanted it as is.

#16 Roland

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Posted 13 January 2014 - 05:19 PM

Honestly, I've only seen a game where a guy litterally ran off and hid happen ONCE so far.. so I'm really not worried about it.

#17 Triordinant

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Posted 13 January 2014 - 05:47 PM

View PostRoland, on 13 January 2014 - 05:19 PM, said:

Honestly, I've only seen a game where a guy litterally ran off and hid happen ONCE so far.. so I'm really not worried about it.


I've played nothing except Skirmish since it came out and I've never experienced it even once. It's like Bigfoot or something -talked about but no compelling video... :D

#18 Zen Idiot

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Posted 13 January 2014 - 08:02 PM

people are imagining problems that don't occur. and then offering solutions that would ruin the game mode. comebacks happen; i've seen 5-0 games flip more times than i've seen the last mech run away and power down.





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