Troutmonkey, on 14 July 2014 - 07:06 AM, said:
Not a terrible idea, you've got a point. Only downside is how do you balance this and communicate it to the player.
I’m thinking PGI can simply do it by square km’s. Taking Alpine’s sq km = 3 minutes, then scale it down from there. But not on a linear half the size of Alpine = half the time to cap. The reason for that is the smaller the map is, the more clustered everyone is together. So theoretically cap times should automatically be shorter as more people will be on a cap point – but it’s not working like that.
It’s a ball buster when the majority of the team is treating Conquest as Skirmish and only one person is actively capping points.
The absolute minimum I would say is 1:45min - 2mins.
Quicker cap times should put a little more urgency on the smaller maps. Cap points on caustic / forest colony are an after-thought for me. I often think, “oh this point is being taken… I’m pretty sure we can still kill everyone before he starts gaining resources from it”
As for Assault, they can calculate it as a straight line distance from one base to another (only if they require to, of course), and adjust the times accordingly to allow for a small window of opportunity to defend the base. Currently it’s great on Alpine, but again, too slow on smaller maps and is very difficult / a waste of time to cap.
How do you communicate this? Well I don’t really think it needs to be communicated at all, really. If done correctly, I expect the cap speed to feel natural according to map size (travel distance between points), and game mode. Retaking a cap point must feel productive and fun, but still allowing for opportunities for the enemy to counter attack.
I think what Kitane said above is pretty interesting too…
Kitane, on 14 July 2014 - 06:27 AM, said:
If they made these two changes, they could keep current cap times for all I care:
1) The moment an enemy enters a controlled square, it should stop sending resources to the controlling team and instead accumulate all points on the site.
2) If there are accumulated points on the site and there is no enemy in the square, it should send resources to its current owner at double rate until all accumulated points are gone.
- The attacking team has the ability to immediately cut off down the node production.
- If the defending team manages to push the enemy from the site before it switches sides, they will get (eventually) all accumulated points back.
- If the attacking team takes control of the site, accumulated resources will be redirected to the new owner. The former owner can still try to get the control back before all accumulated resources are gone.
Edited by MoonUnitBeta, 14 July 2014 - 08:49 AM.