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Turrents In Conquest Mode Suggestion


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#1 smokefield

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Posted 26 April 2014 - 03:50 AM

I really like the turrets in assault. they are a good adition and provide some alternative ways of playing assault.

I think that we can add turrets in conquest too and make it more interesting :

When you cap a point all the way and you have it 100%, a turret should appear next to it. Or maybe 2 weaker turrets.

If you do not cap all the way then the turrent will not appear.

This will lower the times when you have killed all the enemy team except a light and he is running around capping points just a fraction then running to another.

more - it will be interesting to hold a point with a couple of mechs and 2 turrets agains an enemy lance.

#2 Wraith 1

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Posted 26 April 2014 - 04:45 AM

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Unless you're trying to screw light pilots over in terms of role warfare.


Initial reaction aside, your idea does sound really fun for a heavy mech. I wonder if you could do away with the resource points and make a new gamemode based on taking control of as many turrets as possible.

#3 smokefield

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Posted 26 April 2014 - 06:37 AM

that could be interesting too :)

#4 Stingray Productions

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Posted 26 April 2014 - 08:58 AM

it's an interesting idea, but I think in this specific game mode it would be better to not have turrets. I think though there should be a game mode where instead of capping resource points you cap turret bases....maybe even a king of the hill mode or something.....

#5 FlipOver

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Posted 26 April 2014 - 09:25 AM

I'm no light pilot, but besides understanding the new depth this could give to the conquest match, you are all forgetting of those little maps (caustic, forest colony, river city and frozen city). Imagine turrets on 2 bases, close enough enough to each other to create a huge radius of fire, removing a lot of the useful % of the map.

This could be implemented, but just on big maps, those small ones aren't really good for this kind of thing. Even as it is now with turrets on assault, you have very little room to move before being spotted by an enemy turret...

#6 Durant Carlyle

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Posted 26 April 2014 - 10:00 AM

Not just no, but HELL NO! The turrets in Assault are bad enough.

Besides, the bases in Conquest aren't anybody's to own -- they are neutral. Therefore, there should be no defenses.

Edited by Durant Carlyle, 26 April 2014 - 10:03 AM.


#7 FlipOver

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Posted 26 April 2014 - 12:09 PM

View PostDurant Carlyle, on 26 April 2014 - 10:00 AM, said:

Besides, the bases in Conquest aren't anybody's to own -- they are neutral. Therefore, there should be no defenses.

Actually, while they are from nobody, they shoot at no mech (or could shoot at any mech...), but once your team conquers a base, its turrets now are working for your team and shoot at enemy mechs.

When they enter the base, the turrets can either shoot at the enemy while the base isn't "neutral" or just stop shooting once a mech steps inside base...

Anyway, makes sense to have turrets that work for the team that owns the base.

#8 Koniving

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Posted 26 April 2014 - 12:16 PM

The issue with Conquest is NO ONE captures bases unless they are forced to.
The application of turrets to Conquest would make capturing bases EVEN LESS popular. I believe that will significantly hurt the game mode further. Even if the turrets are completely neutral before the base is captured it won't change the dynamics of "slaughter everyone...only chumps capture."

What Conquest really needs is MORE reason to capture, not less.

Know what gives people more reason to capture? Make it fun! Make it fast! Run over there, 10 seconds later, captured, move on. Waiting there for 40 seconds is BORING.

"But the matches will end too quickly!"
Increase the 750 point win to 1,500 on larger maps.

"But lights will prevail!"
And? It's a mode for lights and mediums mostly.

"I'm in an assault mech and the death train doesn't let me win anymore."
How about defending capture points?

"The battle is always moving, I can't use hidey-hole or poptart."
Isn't that a good change of pace from other game modes where the fight occurs in maybe 3% of the entire map?

"We're having to fight 2 against 2 or 4 against 2 or other small numbers because the death train will always lose in conquest after that simple change."
Good. New experience, isn't it?

"But that sounds like I have to think."
Did MWO not advertise itself as the thinking person's shooter? Though honestly it failed to deliver due to overly simplistic game modes that are: Assault -- Skirmish with Turrets. Conquest -- Skirmish with drills. Skirmish -- Skirmish with uh, skirmishes.

Edited by Koniving, 26 April 2014 - 02:45 PM.


#9 ShinVector

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Posted 26 April 2014 - 12:24 PM

HAHAHA... The distraction role of fast lights and medium already took a huge hit with assault turrets..
Now people want it for conquest too ?

In the past.. Heavy and assault pilots would hard cap base rather than fight it out with that last light mech that still out to kill them..

Now there is no need to that since you can just wait out in their own base full of turrets when you have the kill advantage.
Come one PGI ??? Where those power generators that would have allow lights to take down those damn turrets without killing all of them ??

Edited by ShinVector, 26 April 2014 - 12:25 PM.


#10 Stingray Productions

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Posted 26 April 2014 - 02:15 PM

View PostKoniving, on 26 April 2014 - 12:16 PM, said:

The issue with Conquest is NO ONE captures bases unless they are forced to.
You will make capturing bases EVEN LESS popular.

What Conquest really needs is MORE reason to capture, not less.

Know what gives people more reason to capture? Make it fun! Make it fast! Run over there, 10 seconds later, captured, move on. Waiting there for 40 seconds is BORING.

"But the matches will end too quickly!"
Increase the 750 point win to 1,500 on larger maps.

"But lights will prevail!"
And? It's a mode for lights and mediums mostly.

"I'm in an assault mech and the death train doesn't let me win anymore."
How about defending capture points?

"The battle is always moving, I can't use hidey-hole or poptart."
Isn't that a good change of pace from other game modes where the fight occurs in maybe 3% of the entire map?

"We're having to fight 2 against 2 or 4 against 2 or other small numbers because the death train will always lose in conquest after that simple change."
Good. New experience, isn't it?

"But that sounds like I have to think."
Did MWO not advertise itself as the thinking person's shooter? Though honestly it failed to deliver due to overly simplistic game modes that are: Assault -- Skirmish with Turrets. Conquest -- Skirmish with drills. Skirmish -- Skirmish with uh, skirmishes.

I think an incentive for capping resource bases would be earning a larger sum of C-bills for the quantity of resources you get. My thought for conquest was this, it's a larger risk game mode. If you win, you'd get on average more c-bills than you would from the other game modes, but if you loose, than you'd get on average less than you would from the other game modes.

#11 Koniving

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Posted 26 April 2014 - 02:49 PM

View PostStingray1234, on 26 April 2014 - 02:15 PM, said:

I think an incentive for capping resource bases would be earning a larger sum of C-bills for the quantity of resources you get. My thought for conquest was this, it's a larger risk game mode. If you win, you'd get on average more c-bills than you would from the other game modes, but if you loose, than you'd get on average less than you would from the other game modes.


Raising the total number of required resource points to win would increase the sum of cbills earned in the match for both sides. But that is pretty meaningless as it's something like 1 to 5 cbills per point. So 750 to 3750 cbills; you make that with 2 component destructions. Means nothing. Even with the doubled resource points to collect that's 1,500 to 7,500; so that's the amount of 1 kill in assault. Not an appealing measure to capture versus 30 to 40 second wait times to capture where you're losing money by not slaughtering the other players.

If the wait time in total (from enemy fully captured to yours and fully captured) is no longer than 15 seconds it keeps the entire team having to move. The idea of Conquest was to keep you moving from spot to spot to spot to spot. Back when it was 5 to 10 seconds to capture, it was lots of fun but ended too quickly. Hence lengthening the total points instead of the capture times.

#12 Stingray Productions

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Posted 26 April 2014 - 06:39 PM

View PostKoniving, on 26 April 2014 - 02:49 PM, said:


Raising the total number of required resource points to win would increase the sum of cbills earned in the match for both sides. But that is pretty meaningless as it's something like 1 to 5 cbills per point. So 750 to 3750 cbills; you make that with 2 component destructions. Means nothing. Even with the doubled resource points to collect that's 1,500 to 7,500; so that's the amount of 1 kill in assault. Not an appealing measure to capture versus 30 to 40 second wait times to capture where you're losing money by not slaughtering the other players.

If the wait time in total (from enemy fully captured to yours and fully captured) is no longer than 15 seconds it keeps the entire team having to move. The idea of Conquest was to keep you moving from spot to spot to spot to spot. Back when it was 5 to 10 seconds to capture, it was lots of fun but ended too quickly. Hence lengthening the total points instead of the capture times.

ha ha, they should have "Conquest Light!" Conquest gamemode where only light mechs can enter :( .............but, yeah, I see the point you're making here. There needs to be that incentive to lessen camping around and increase the need to keep on the move.





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