Base Capture Exp Increase
#1
Posted 27 May 2014 - 12:52 AM
I understand your concerns for butchering assault mode in the past. I really do. Don't agree with the reasons but I understand. You guys had a whooooole lot of people b****ing and moaning, and waling about a pesky ECM Raven caping their base while they were trying to have fun by blowing stompy robots to bits. I was never bothered by it, but OK, some people were. Now THEY have skirmish mode. The NEVER, EVER, EVER need to be bothered by having to protect a base again. EVER!!! All they have to do is remove the tick from assault (maybe conquest as well) when dropping and have good, clean fun blowing mechs. More power to them, I'm genuinely, truly, happy for them!
Now what about us... Do you guys even understand that some of your player base actually likes the idea of having to protect it's base, of having to be mindful of the enemy's movements, of having to scout. Really HAVING to scout because a team that did not scout would be beaten 9 times out of 10 by a couple of mechs appearing in their backyard unopposed and capturing their base.
By removing the incentive to capture the enemy base (the satisfactory exp and cash reward), you have removed a lot of the incentive to scout, thus removing a lot of the incentive to play lights, thus removing a lot of the incentive to play mediums, because mediums are often better at hunting lights than a fatlass is, thus incentivising scouting again you can without much trouble contribute to evening out at least a to some degree the weight classes ratio away from heavies and assaults which you seem to be attempting to do in a much, MUCH more complicated manner.
By removing the incentive to capture the enemy base you have removed the incentive to defend your own base, because with a reward of 75+50 exp, was it (is that supposed to be a joke or an insult) for capturing the base, most people on both teams will come to the conclusion that caping is "lame" or "weak" or "OMG, people still base rush", thus you have removed a lot of the incentive to defend your own base, because only a lamer could possibly go anywhere near it, am I right, thus you have removed a lot of the incentive of team mates to communicate more effectively with each other and work with each other as an actual team, thus arguably decreasing the quality of the social experience within the game and making it less attractive, and more ragy and flamy (or is it ragey and flamey), and repulsive, and annoying, and repellent, and generally worse.
What I mean is when base capturing was not worth 125 exp, was for most not "lame", not "omg", almost every time you dropped on Caustic, while most of your team would go in one direction, one or two guys would go the other direction and cover the team's flank, actively report on enemy movements, teams would generally react to this information, care for this information, seek it, encourage it's existence. How often does that happen today? Almost every time you dropped on Frozen city some guy would volunteer to watch the tunnel, that is before seismic - actually watch it, if that someone reported a tunnel rush, whole teams of otherwise pugs would react as if trained cadre, because they were used to it, because they actually cared about enemy positioning. Nowadays if a team actually works together it's a minor miracle, because outmaneuvering the enemy is not so important, outshooting them is. On any map one teams lights would hide somewhere, the heavies would feign an attack from one direction and as the enemy team displaced to deal with that attack, the lights would capture the base and win the game by not outshooting the enemy but outsmarting them. Oh, and also team work! Not anymore... On any map one team's lights would often actively seek for the enemy team's lights in order to kill them and thus blind the enemy team, thus providing their whole team with a major advantage, or just drive the enemy lights off a friendly mech. Pug light pilots, not together on TS, would often form relatively well coordinated light packs (you know - team work), which would force the enemy team to also be more organised (you know - more team work), so they don't get ripped to shreds one by one or especially basecaped. All of these things were contributing to a more friendly, and enjoyable experience.
By removing a lot of the incentive to play lights and mediums you have removed a lot of the incentive to play mechs designed to combat these classes, thus decreasing the variety of weapons taken to the match, thus further strengthening the "meta" and resulting in such ridiculous things like even Commandos carrying PPCs, thus further strengthening the complaints against the meta, thus making the social experience more toxic and worse still, while also making the game more boring and monotonous, while also arguably making actual weapons balance harder to achieve.
Making base capture valuable again can make the game more diverse and, uhhh, better without disturbing anyone's peace, since those unhappy with having to deal with base defense and attack have skirmish mode and will not have to deal with the change, good or bad. It would also be extremely easy. Now I am no programmer, but I am going to assume it doesn't take hundreds of work hours to change a few numbers for exp and cash rewards. Leave the annoying towers as they are! Leave the ridiculously long cap times! Just experience and cash... Just a worthwhile objective other than destroying every single enemy mech. Two skirmish modes, which we effectively have now, is just redundant, is it not??? Make that base actually matter! Let your players have fun!
Is there anyone who agrees? Make some noise guys!
#2
Posted 27 May 2014 - 12:56 AM
Edited by Kassatsu, 27 May 2014 - 12:57 AM.
#3
Posted 27 May 2014 - 06:00 AM
#4
Posted 27 May 2014 - 08:36 AM
mailin, on 27 May 2014 - 06:00 AM, said:
Capping since the turret addition has occurred FAR LESS than it was before. It was already minuscule, and now it's virtually non-existent. I capped like ONCE during the tourney. It's simply a rare moment.
At this point, increasing the rewards is "fair", especially since it's really not rewarding at all... I mean, we have to ALWAYS play full deathmatch on Assault?
Edited by Deathlike, 27 May 2014 - 08:37 AM.
#5
Posted 27 May 2014 - 09:30 AM
#6
Posted 27 May 2014 - 09:41 AM
#7
Posted 27 May 2014 - 10:03 AM
#8
Posted 27 May 2014 - 11:06 AM
RAM
ELH
#11
Posted 27 May 2014 - 11:42 AM
… If you could chose between Assault and New Assault …
#12
Posted 27 May 2014 - 11:53 AM
Conquest - Give 2,000 c-bills and 50 xp for every Capture Assist credit. Give a CA for being in a resource point box when it goes from red to yellow, or from yellow to blue. A resource win should then give an additional 500 xp, and each resource point should give the team 100 c-bills (75,000 for a resource win).
#13
Posted 27 May 2014 - 08:31 PM
mailin, on 27 May 2014 - 10:03 AM, said:
However that reward is only a cash reward, no experience. Ironically the pilots that often win the game for their teams by capturing bases on conquest, are dead last in experience gained.
Goose, on 27 May 2014 - 11:42 AM, said:
Yes, a lot of the same arguments can obviously be used to motivate for changes to Conquest as well, but my hopes are so low that, when I was writing this topic I was thinking I should keep it as simple for them as I could and keep it one fight at a time. Baby steps...
Edited by Bata, 27 May 2014 - 08:32 PM.
#14
Posted 27 May 2014 - 09:41 PM
#15
Posted 28 May 2014 - 05:45 AM
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