

Bigger Bonus For Capping?
#1
Posted 21 January 2014 - 08:47 AM
Make capping more rewarding and additionally make combat related to capping more lucrative.
Thoughts?
#2
Posted 21 January 2014 - 09:10 AM
Assault base capping before a shot is fired, needs to be changed.. and adding a reward for not having to fire a shot should never happen.. So whats the balance there..
And conquest.. Can we speed up the capturing just a little more.. I can grow a beard faster than my mech can capp a point.. It's a little too slow.. 4 mechs standing there for 5 minutes, while the girl from ipanema plays..
Watching, the meter bar slowly rise.. like an elevator changing floors.. never getting anywhere..
Ohh he watches sladly.. Oh what he would give... FOR IT TO END!!
#3
Posted 21 January 2014 - 09:11 AM
#4
Posted 21 January 2014 - 09:16 AM
I disagree with the penalty for not firing a shot, your objective is to capture not seek and destroy. If you manage to cap out from under the enemy (which is the point of take and hold missions) then you should be rewarded.
Additionally many take-the-objective type mechs don't care weapons with the range to contribute while capping.
#6
Posted 21 January 2014 - 12:33 PM
#7
Posted 21 January 2014 - 12:46 PM
Sug, on 21 January 2014 - 11:55 AM, said:
If I go stand in your house for 2 min does it become my house?
Depends are you armed with a giant stompy robot in a universe that allows for things to be taken by force? If so, then yeah it became your house unless I forcibly remove you from it.
#8
Posted 21 January 2014 - 01:00 PM
I think people need more encouragement to cap in Assault and Conquest, I suggest more rewards, questions/comments/concerns?
#9
Posted 21 January 2014 - 07:36 PM
WarHippy, on 21 January 2014 - 12:46 PM, said:
But you could just go stand in my house. Then we'd each have a house. gg.
#11
Posted 22 January 2014 - 08:07 AM
WarHippy, on 21 January 2014 - 12:46 PM, said:
But you are also armed with a similarly giant stompy robot, what's stopping you from kicking him out before he ruins your butt-groove on the sofa?
On topic:
The reward for capping was larger in the past - it was so good in fact, that people usually ignored each other and raced entire teams to the other base. Leave a small defence force? Nope. Steam-rolled by the entire team and then capped out before the rest of your team can return. Bring less fast lights than the other team? They get more bodies on cap earlier, you lose.
It was terribly dull.
If one team camped their own base they had a good chance of winning by mashing the incoming enemy as they rolled in one at a time, but then that's victory by combat.
I did have the odd match where both teams camped their bases and nobody moved. Had a nice chat though.
That was also terribly dull.
My hope is that once the new game modes like Attack/Defend are released there will be more emphasis on worthwhile objectives that make sense with rewards that encourage smarter play. Objectives should be fun to fight for, not an inconvenience.
Until then I'll be in Skirmish where I don't have to be pulled away from a fun fight because someone stepped on the Exit Match button.
#12
Posted 22 January 2014 - 08:17 AM
In assault, complete capping is mostly used to turn a bad game into a win, because it is more profitabe to destroy some mechs.
Also the difference in XP / C-bills between the teams has nothing to do with winning or losing, it is just about the destruction of mechs/components
You can lose the game but can still earn a load of cbills, so when your base is getting capped, people will just shrug and continue to slug it out, because that is where the c-bills are being made.
But maybe when CW is implemented, Winning a match will get more important, and will also be rewarded as such.
Edited by Kain, 22 January 2014 - 08:18 AM.
#13
Posted 22 January 2014 - 08:27 AM
Spawnsalot, on 22 January 2014 - 08:07 AM, said:
But you are also armed with a similarly giant stompy robot, what's stopping you from kicking him out before he ruins your butt-groove on the sofa?
Spawnsalot, on 22 January 2014 - 08:07 AM, said:
The reward for capping was larger in the past - it was so good in fact, that people usually ignored each other and raced entire teams to the other base. Leave a small defence force? Nope. Steam-rolled by the entire team and then capped out before the rest of your team can return. Bring less fast lights than the other team? They get more bodies on cap earlier, you lose.
It was terribly dull.
If one team camped their own base they had a good chance of winning by mashing the incoming enemy as they rolled in one at a time, but then that's victory by combat.
I did have the odd match where both teams camped their bases and nobody moved. Had a nice chat though.
That was also terribly dull.
Spawnsalot, on 22 January 2014 - 08:07 AM, said:
Spawnsalot, on 22 January 2014 - 08:07 AM, said:
#14
Posted 22 January 2014 - 09:06 AM
WarHippy, on 22 January 2014 - 08:27 AM, said:
I was just taking a cheap shot at Assault

I made a suggestion in another thread a while back that I think encourages objective play and makes it more worthwhile, what do you think?
http://mwomercs.com/...ost__p__3032081
#15
Posted 22 January 2014 - 09:26 AM
Spawnsalot, on 22 January 2014 - 09:06 AM, said:
I was just taking a cheap shot at Assault

I made a suggestion in another thread a while back that I think encourages objective play and makes it more worthwhile, what do you think?
http://mwomercs.com/...ost__p__3032081
I think something like that could work as well, and it certainly helps at giving people at least more options than just a blob fight in the middle of the map. Numbers would probably have to be played around with to get the balance just right so that the objectives are the primary focus, but over all I think it is a good idea.
#16
Posted 22 January 2014 - 09:49 AM
Even running my lights there's just no real personal incentive to capture control points.
All of the real scoring metrics are combat-centric so even if my team wins thanks to my hypothetical ninja-capping skills, I'm not going to see any real C-bill or XP payout. Heck, even if I unrealistically captured and held every control point I still wouldn't see the same profit as even a mediocre pilot who lands a few good hits in combat.
Obviously we don't want it paying out better than actual combat, but perhaps scaled XP/CBills over time inside the magic fences rather than a tiny one-shot for capping or assisting? Multipliers for number of control points?
Something needs to change because 8 Conquest matches out of 10 I've played just end up as 'join the furball and maybe go cap if you're too damaged to fight'
Edited by o0xFuzzYx0o, 22 January 2014 - 09:54 AM.
#17
Posted 22 January 2014 - 09:56 AM
Step 1) Recon enemy base and evaluate turret defenses. Are my lance mates and I equipped for a capping action?
Step 2) If under armed, call off cap and rethink strategy. Otherwise if capable, proceed to engage turrets.
Step 3) Evaluate enemy counter-attack. If weak, proceed to engage the enemy and continue cap. If outnumbered, withdraw.
That's my pipe dream anyway.
Ambuscade
#20
Posted 22 January 2014 - 11:59 AM
Sug, on 22 January 2014 - 10:46 AM, said:
I intend to by actually defending it rather than leaving it to the wolves while I go play laser tag with the guys from the other side.
Edited by WarHippy, 22 January 2014 - 11:59 AM.
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