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Game Mode Rewards - Bet You Didn't Notice.


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#121 Sethliopod

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Posted 14 October 2014 - 09:57 AM

The single Mech cap speed is ok. It should remain really tough for one Mech doing his own thing.

But, I would like to see an extreme acceleration if multiple Mechs are capping, and/or using the Mod.

Make teamwork extremely rewarding. A good challenge for PUGs who drop in Conquest.

ps: Maybe in increasingt the capping mod's bonus, add an overhead signator, (similar to being narc'ed or using ecm), if the Mech's equipped with the Capping accelerator mod.

Edited by Sethliopod, 14 October 2014 - 09:59 AM.


#122 psihius

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Posted 14 October 2014 - 10:51 AM

I think Conquest needs capping time boosted 2x, may-be 2.5x times, but increase amount of points you need to gather, so flipping is fast, but you need to hold them, longer.
Also, on many maps you need to move cap points farther, so tactics actually reward splitting into groups and cap and staying in a single ball lands you with a defeat by cap.

#123 stratagos

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Posted 14 October 2014 - 10:55 AM

But then I'd have to play Conquest mode. You can keep the C-bills ;)

#124 Damian Frost

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Posted 14 October 2014 - 11:02 AM

View PostRuss Bullock, on 10 October 2014 - 09:55 AM, said:

I am also doing some research into maybe changing how fast you can flip the resource points - some feedback on how when they were slowed down it changed their desire to play the mode.

how about some defense turrets around each cap point, like the ones in assault, but only become activated once a point is captured, that should make conquest a little more interesting.

#125 Bigbacon

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Posted 14 October 2014 - 11:15 AM

what if the capping stayed the same for a single mech trying to cap but ramped up in some exponential way depending on how many friendly mechs were actually capping?

if a single mech can cap quickly that does'nt work. so there would be an incentive to be in groups to cap OR your team can send single mechs to cap while the main group holds them off somewhere else. Right now even having 3 or 4 seems REALLY slow to cap from a full enemy capture.

Not sure how long it takes now and how it changes depending on how many are there.

so single mech = however long it take to cap now.
12 mechs = something MUCH faster.

there has to be that fine line between capping and fighting and leaving that final cap push in place that happens now when one team is ahead in points, has caps, but doesn't have the mech numbers. This is always one of the best parts of conquest to me. Watching that score tick up while the other team spreads out trying to stop it.

ALSO.....

can you add in a better visual indicator of where your cap progress is when it is in a neutral status?

Edited by Bigbacon, 14 October 2014 - 11:18 AM.


#126 Bront

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Posted 14 October 2014 - 11:15 AM

View PostRuss Bullock, on 10 October 2014 - 09:55 AM, said:

I am also doing some research into maybe changing how fast you can flip the resource points - some feedback on how when they were slowed down it changed their desire to play the mode.

If you make them flip faster, it might also help to raise the resources required for a win a little bit (like to 800 or 850). The reason they slowed down in the first place was to help deal with issues in large maps where you simply couldn't get to opposing points fast enough when you'd killed most of a team. Raising the amount required would give teams more time, but still allow mechs to move off the points quicker.

#127 InspectorG

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Posted 14 October 2014 - 11:18 AM

THANKS

At the risk of sounding unpopular....

I actually like conquest, when im not farming C-bills. Now i dont need to worry.

#128 Bigbacon

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Posted 14 October 2014 - 11:25 AM

another idea is to also ramp up the incentives to cap as well. So the more friendlies capping the more XP and bills you get for that cap and maybe you get even more if they are lance mates.

For defensive kills, maybe the same kind of idea where if friendlies are in some radius of a cap point AND deal damage to an enemy capping and then someone kills said mech. Mech who killed get a defensive bonus and those in the radius get an extra defensive assist bonus along with the normal assist bonus.

#129 Phearless047

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Posted 14 October 2014 - 11:27 AM

View PostAbisha, on 10 October 2014 - 09:49 AM, said:

all good and all, but what do i spend my C-bills on?.


Bushwacker, when it finally shows up?

#130 DieBorg

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Posted 14 October 2014 - 11:32 AM

View PostRuss Bullock, on 10 October 2014 - 09:55 AM, said:

I am also doing some research into maybe changing how fast you can flip the resource points - some feedback on how when they were slowed down it changed their desire to play the mode.

***Or*** increase the rate at which the cap accelerator module works - Make it actually worthwhile to sacrifice a module slot for it :)

#131 VoodooLou Kerensky

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Posted 14 October 2014 - 11:34 AM

Didnt notice the increase but I did notice 'Grid Control' as a role reward. Will there be a break down on all the possible rewards in the various game modes in the near future?

#132 SubXulu

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Posted 14 October 2014 - 11:56 AM

I didn't notice because after playing 2 games of it it was painfully obvious that no reward was worth enduring a game mode with such ill thought out capture points.

#133 Popsmosher

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Posted 14 October 2014 - 12:13 PM

View PostRuss Bullock, on 10 October 2014 - 09:47 AM, said:

I am guessing that during the game mode voting situation most people didn't notice that game rewards are much higher now in conquest.

In fact since Tuesday Conquest is giving out the highest per game average of C-Bills.

~15K higher per match average than Assault and Skirmish.

Just saying.


So instead of the devs reverting the whole voting system and letting it go...they are going to troll with the game mode challenges and the "oh we pay more in conquest hahahahaha" trolllollol.

Yeah you sure show'd them russ.

Edited by Popsmosher, 14 October 2014 - 12:13 PM.


#134 TamerSA

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Posted 14 October 2014 - 12:33 PM

This is completely based on my experience lately, and not supported by research in any way but more of a general feeling during matches (so I'm sure tons of people will come and tell me I'm wrong, but that's fine):

My survival mode games have tended to be longer than most of my conquest games. This was mostly due to a rogue enemy mech hiding somewhere on the map, taking forever to find... This happened in quite a few of my matches during the Survival mode challenge day. Just putting it out there...

Edited by TamerSA, 14 October 2014 - 12:33 PM.


#135 Sprouticus

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Posted 14 October 2014 - 12:40 PM

My thoughts:

1a) Make capping quicker based on # of mechs.
or
1b) Make larger mechs have more impact (assaults cap 2x as fast as lights, heavies 1.75, mediums 1.25).
or
1c) Make removing the cap of an enemy faster (perhaps combine with 1a/B)
or
1d) make the 'neutral' space much smaller to make it easier to flip caps. I would even be ok with a 'neutral' space of zero.

2) Make the cap point/sec rate non linear. (1 cap =x, 2 caps = 2.1x, 3 caps=3.5x, 4 caps = 5x, 5 caps=7x)

#136 warner2

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Posted 14 October 2014 - 12:40 PM

I'm wondering whether conquest would have a bit more structure with less tendency to devolve into chaos if there were just 3 bases - 1 for each team at the start and one in the centre.

I realise on say River City that would basically mean a fight around theta but it would open up on medium and larger maps. Even on a medium map such as Frozen City you'd have to at least contest the centre whilst also holding your own base. On a larger map such as Tourmaline or Alpine it would open out even more with the possibility of the faster 'mechs getting in-behind a team to capture or threaten the other teams base and pulling 'mechs away from centre fight to deal with it.

Mix up the spawn points so the current 5 points are used but with the two outer points varying.

I'm generally going for more of a capture and hold type play whereas now it's more of a capture capture with a tendency for 'mechs to scatter to different capture points without any purpose.

Possibly this would have too much overlap with assault.

Currently as it stands after the weekends event I've unchecked that game mode again and won't be going near it unless something changes.

#137 Firewuff

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Posted 14 October 2014 - 02:22 PM

View PostZacharyJ, on 10 October 2014 - 09:57 AM, said:

As someone with 30+million cbills with nothing to use it on, I can definitively say that I still have no reason to play a poor game mode like Conquest.

What I DID notice was these game modes have been stale for well over a year now.


How can you have 30M Cbills and nothing to spend it on? you run how many mechs and nothing else? Seriously master a few more chassies and kit them out with all the modules and upgrades that will eat well more than 30M.

#138 Firewuff

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Posted 14 October 2014 - 02:25 PM

View PostSprouticus, on 14 October 2014 - 12:40 PM, said:

My thoughts:

1a) Make capping quicker based on # of mechs.
or
1b) Make larger mechs have more impact (assaults cap 2x as fast as lights, heavies 1.75, mediums 1.25).
or
1c) Make removing the cap of an enemy faster (perhaps combine with 1a/ B)
or
1d) make the 'neutral' space much smaller to make it easier to flip caps. I would even be ok with a 'neutral' space of zero.

2) Make the cap point/sec rate non linear. (1 cap =x, 2 caps = 2.1x, 3 caps=3.5x, 4 caps = 5x, 5 caps=7x)



I'd go the other way, make lights cap faster than Assults. make lights more valuable than 6 assults rolling around the map killing everything in sight. Bias the play style to the lighter chassies so more people will want to play them which separates it more from the assult and skirmish kill feasts.

#139 Anais Opal

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Posted 14 October 2014 - 02:47 PM

View PostRuss Bullock, on 10 October 2014 - 09:54 AM, said:


You now get the same amount of Cbills per kill/assist etc as any other game mode - so basically if it does end in a cap victory you can end up getting the 37,500 on top of the ability to earn the same rewards everywhere else.


Sooooooo, match rewards are still based on hitting stuff and not actually capping points which conquest is actually all about.
So, light pilots that concentrate on capping to ensure a win get very little as usual and with cap timers as long as they are what you basically have is skirmish with cap points that no-one pays any attention to.

GGCLOSE Russ.......clueless as per usual.....

#140 bar10jim

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Posted 14 October 2014 - 03:07 PM

View PostBilbo, on 10 October 2014 - 09:58 AM, said:

It was changed at the same time it was changed for assault. I understand the change for assault, but can't understand why it was changed for conquest.


This.

Now if we can just get some type of XP for capping.

For example, I'm playing Conquest in my faithful Jenner-F loaded up with a Cap Accelerator. I dutifully cap and keep the pressure on the opposition. As the game ticks my by, my team gains the upper hand (Horay Blue Team!). As the resource counter hits 740 for my team, my teammates kill the last opposing mech. I get 300 XP for the win. That's it.

Same situation, all my team get killed, but we eke out a win as the resource counter hits 750. 450 XP . 300 for the win, 100 for cap assist, 50 for cap victory (I think). Whoopee. I can make more than that in a LOSS if I don't cap.

If you want more people to pilot lights, you need to make it worth it.





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