While the addition of turrets and a new capture model (forward base etc) are kinda neat from an immersion point of view I kind of doubt it will shift how the game is played.
I like the IDEA of assault but I feel it needs something else to justify that base cap and provide more incentive to move, attack and defend. Sneaking a light into a base when there is pugging confusion due to lack of communication is not good tactics - its luck and its boring, i have done it many times and I do not feel accomplished and I do not feel any teamwork helps our team win.
How to change this? Make base capping a team effort from more than one part of the map.
Here is the idea:
- The maps would remain the same, but there would be 3 other capture points that function like the cap points in Conquest. They would be in the centre, and to each side of the map.
- Capturing a point will allow the main base to be 'Open' for capture.
- If the capture of one of the mid-map objectives turned back to neutral or owned by the other side you can no longer capture the main base.
- If you were capturing the main base during this the, timer stops and you will need to recapture a mid-map objective to continue.
- EDIT: Something I just through of as an option - the more mid-map nodes you control the quicker you can cap the main. have not thought that one through but might also encourage controlling territory.
Now you have some more teamwork. Do you cap as many as you can early to give you more chance to get the main? Do you sit off a cap point until your main base cap lance is ready to move on the main and do both quickly after the other? Do you try to control the midfield to stop that main base cap happening and concentrate on kills or pushing into thier base?
If you are the last lone light mech against 2 assaults they can only guard two of the mid-objectives, but if you are the last light and the enemy have heaps and can control the centre you will not be able to get a win either. Some might state this is unfair but i think the idea that a single light sneaking in while their entire team has died and gotten a win is not exactly a memorable victory - i have done it, feels quite rediculous when i am watching my bar go down before they can cap out my base.
Q. This sounds complicated.
A. More complex than sit on the magix red box, sure - is that really a problem?
Q. Sounds too much like conquest.
A. Conquest is a time pressure game made that is very dynamic as you can capture anything any time. It is quite frenetic and you are forced to engage and capture. In this version of assault you choose where and when you hit cap points or you can choose not to focus on them at all.
Q. You are hating on light mechs pulling off wins via cap
A. I am against solo light mechs gaining immesion breaking wins without using any teamwork. I like that lights would play a major part in this (or fast meds) but would need to be more involved with some level of teamwork. The cap time for the final base should not be too long mind you to take into account the fact you need to retain mid-map objectives.
Q. You can still get a cap race in this mode.
A. Yes, but you will also see which mid-map nodes have been taken by the enemy so its much less likely and easier to stop with fast movers.
Q. People might just sit and defend thier base and not move out.
A. That is the best way to win right now, doesnt change much. An alternative might be that if you control all 3 mid-map nodes you start losing your base anyway to force them to move and retain some mid-field control.
Q. You are a butt-hurt skirmish player
A. Skimish is great, Assault could simply be better, This would truly differentiate the two and give conquest the forced capture time pressure mechanic. We would have 3 very different and engaging modes.
Q. This would encourage more assault mechs just holding the mid field and killing rather than capping.
A. With 3 objectives those fat boys have got to split up ... hint hint.
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So what does the community think? Assault with a level of territory control basically.
Edited by Asmudius Heng, 20 January 2014 - 05:57 PM.