Koniving, on 31 May 2014 - 09:01 AM, said:
We apparently have Skirmish, Skirmish with turrets, and Skirmish with drills.
I say again: By removing the reward for playing to the unique objective you have effectively alienated and removed all motivation to do what made the game good!
You make a very good argument for this. And thank you, I hadn't actually realized this is what it has become but it's very true that assault and conquest modes are too skirmishlike. Well, I guess had realized this on a subconscious level, because recently I've been mostly playing skirmish, because the others just don't seem so... fun and at least skirmish is straightforward and gives what it promises. And the lack of fun is pretty much for the reasons you explained.
Koniving, on 31 May 2014 - 09:01 AM, said:
This is because assault's objective does not pay and in fact is detrimental to the team entirely. This is also because Conquest's objective is so time consuming that it's boring and it yields an "experience" reward so meager that you could get the same reward by suiciding at the edge of the map. What is the point of playing?
True. I find it a lose-lose situation that conquest objectives take too much time to capture but still in organized 12-men drops the first objective is to kill the enemy skirmish style and then take care of caps. So PUGging is boring and 12-men assault is skirmish with an end twist.
You are right, that the whole rewarding system should be adjusted to make capping worthwhile in both assault and conquest. In addition, I was wondering if the latter 12-men effect in conquest could be partially fixed by this:
Each Conquest cap point (the giant coffee machines or whatever they are nowadays) has also one laser turret and one LRM turret. Turrets are inactive when the cap point is neutral. After the initial capping of the point has been completed, another capping time of 2x initial capping time ensues, which first enables the laser turret and after that the LRM turret. This way, cap points could be fortified (by using 2x or 3x more time at the point) and their retaking later would be more difficult. It would boost the role of lights in the beginning of the game, which should quickly try to claim as many points and active turrets as possible. Capping module would finally be useful.
Koniving, on 31 May 2014 - 09:01 AM, said:
deathmatch. Well Skirmish is deathmatch. We have 3 versions of deathmatch and no substance. We have huge maps, we use less than 10% of them because the choke point is always the best place for camping.
Here's the only thing I disagree with. I think we have quite small maps but it's true that there's too few choke points and ppl concentrate there.