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Overhauling Conquest


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#1 Skull Leader2

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Posted 09 October 2014 - 12:09 PM

So I think it was made abundantly clear recently that Conquest is the red-headed step-child of game modes. I saw a lot of people talking/complaining about it but few suggestions that would really make the mode fit.

So, my idea is a complete overhaul of Conquest. Instead of a base cap situation, you have 3 bases all on one half of the map. One team's job is to defend, the other to attack. Attacking team can cap the base or destroy the buildings. Defending team's job is obviously to defend bases for entire match or destroy other team.

First of all, this fits perfectly as mode into CW. You have a defending faction attempting to repel an attacking faction from taking out or capturing planetary resources. Use of faster mechs would still be incentivized to either attack multiple bases or spread out the enemy forces. Additional C-bills could be offered if a team chooses to capture a base rather than destroy it which of course adds another wrinkle to the chosen strategies. Conversely if the base is captured, the defending team has the opportunity to re-capture it.

What do y'all think? I feel like this is more immersive and fits better as a simulation game and doesn't negate any modules people previously bought since bases can still be captured. It encourages more strategy and big slow mechs can certainly be a liability still.

#2 Mcgral18

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Posted 09 October 2014 - 12:20 PM

Here's an easier fix for PGI:

Don't make it take 3 minutes to cap.

#3 CDLord HHGD

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Posted 09 October 2014 - 12:34 PM

Conquest is the answer!

#4 Roadbeer

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Posted 09 October 2014 - 12:36 PM

Easier solution, don't allow "all mechs destroyed" as a victory condition.

Make it different from TDM V.1 and V.2.

#5 Rebas Kradd

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Posted 09 October 2014 - 12:36 PM

Make it about territory control. Set up a neutral zone somewhere between the two teams' spawns, and then each team gains points over time based on how many grid squares they control. This way, breaching enemy lines with a murderball would still gain you...only one or two more grid squares. Teams would HAVE to spread out to maximize their gains.

Edited by Rebas Kradd, 09 October 2014 - 12:37 PM.


#6 Levi Porphyrogenitus

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Posted 09 October 2014 - 01:15 PM

How to fix Conquest, without waiting for the new reward additions to go live:

1 - Reduce capture times significantly. Points should flip pretty fast. Maybe 30s from full Red to Yellow, 10s from Yellow to Blue, and 30s from barely Blue to full Blue, reduced for every mech in the box (total full Red to full Blue time of 70s, assuming a solo cap; from full Red to barely Blue would be 40s, from barely Red to barely Blue would be just over 10s).

2 - Balance point gain rate by map size. Classify them into three categories: small, medium, and large. Small maps (Forest Colony, Frozen City, etc.) would have a fast point gain rate. Medium maps (Caustic Valley, Canyon Network, etc.) would have a medium point gain rate, and Large maps (Alpine Peaks, Tourmaline Desert, etc.) would have a slow point gain rate.

3 - Increase point cap to 1000, and set c-bills per point at 75 (75k for a full point victory). Retain full rewards for all other aspects of gameplay (if they're lower now, reset them to the universal standard values).

4 - Change capture assists on Conquest. Make them stackable, and grant a tick to every player in a box when it changes colors. Have each CA credit award 2.5k c-bills and 50 XP.

Do these things and capping would become a hugely valuable thing to do. Mechs that played the cap game wouldn't be stuck in place for a third or more of the match, and the battlefield would become far more dynamic. Even players who want to win on kills would also want to gain points, since they'd be worth a lot, and almost everyone wants more c-bills.





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