

Game Mode Rewards - Bet You Didn't Notice.
#41
Posted 10 October 2014 - 12:28 PM
You give someone a million he'll complain he might have to pay taxes for it.
#42
Posted 10 October 2014 - 12:34 PM
Russ Bullock, on 10 October 2014 - 09:47 AM, said:
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.
+1 for the awsome troll :-D
and another +1 for changing the rewards!
#43
Posted 10 October 2014 - 12:39 PM
C-bills earned equals the cbills earned if it was an assault or skirmish plus any rewards for any resources gathered.
Of course, if conquest was played in the spirit of conquest, where by winning was by resource only, far far less cash could be earned.
The lesson to be learnt here is not that conquest pays a measly extra 15k for all the work of capping points for resources, but that conquest is a completely broken mode and is actually played just like team death match.
#44
Posted 10 October 2014 - 12:40 PM
Touching the base should immediately turn it neutral and start a timer; after 30 seconds (or whatever) it flips automatically if nobody else touches it. Cap accelerator reduces flip time. Player does not have to stand on square. Everybody wins.
#45
Posted 10 October 2014 - 12:57 PM
#46
Posted 10 October 2014 - 01:04 PM
Russ Bullock, on 10 October 2014 - 11:45 AM, said:
Originally it was around 13 seconds for someone to flip a base - a long time ago it was moved to 50 seconds.
Based on some feedback during the game mode voting discussion - I am considering going to a 30 second flip time.
Those are all times for a single mech without cap accelerator - a split in the middle of old and new and try that out.
Mix that with the extra rewards - it might breathe more life into conquest.
The extension from 13 seconds to 50 seconds (which if I recall, actually happened when we transitioned to 12v12 some time ago), made sitting around a deathwish -- either for yourself, or for your team when you decided to leave yourself out of the main conflict. Setting the flip time to 25-30 seconds would make the game mode much, much more dynamic like it was in the past, and make the single lone 'Mech matter again.
The single change of the flip time getting quadrupled is what turned me off of that game mode, not the earnings nerf.
Edited by Project Dark Fox, 10 October 2014 - 01:06 PM.
#47
Posted 10 October 2014 - 01:16 PM
Russ 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.
You should look into
-slightly faster decap to neutral
-adding a small accumulative end of match reward that is [Reward * (cap conversion; netural to blue) - (cap conversion; blue to neutral)]
Want the minor reward? Cap more points and hold them than you have decapped by the enemy. (notice how you get nothing by just decapping, you need to convert)
Edited by LORD ORION, 10 October 2014 - 01:19 PM.
#48
Posted 10 October 2014 - 01:43 PM
Russ Bullock, on 10 October 2014 - 09:47 AM, said:
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.
Why isn't this included in the patch notes? Better conquest rewards are great, but I had no idea this change had occurred.
#49
Posted 10 October 2014 - 02:01 PM
#50
Posted 10 October 2014 - 02:15 PM
#51
Posted 10 October 2014 - 02:33 PM
Russ Bullock, on 10 October 2014 - 11:45 AM, said:
Originally it was around 13 seconds for someone to flip a base - a long time ago it was moved to 50 seconds.
Based on some feedback during the game mode voting discussion - I am considering going to a 30 second flip time.
Those are all times for a single mech without cap accelerator - a split in the middle of old and new and try that out.
Mix that with the extra rewards - it might breathe more life into conquest.
Here is a thought. Decrease the base capture time significantly, but also make the allegiance bar degrade slowly over time. So a cap point that is fully capped will take maybe 3-5 minutes to turn neutral if no one is on the base.
This encourages several positive gameplay functions.
1. Fast base capture allows for players to get in and get back to the fight faster.
2. The bar degrading keeps the players more mobile and wary of their base capture situation. They'll need to return to their cap points to top off the bar when they can.
3. The bar degrading encourages team to fully cap a point instead of what happens now where people do the bear minimum and run off.
4. Too many conquest games are decided by some lone light hiding while the last points tick in. If his bases are degrading naturally and the caps turn fast, he cant afford to hide as much as he could before.
Edited by Jman5, 10 October 2014 - 02:34 PM.
#52
Posted 10 October 2014 - 02:40 PM

#54
Posted 10 October 2014 - 02:43 PM
Jetfire, on 10 October 2014 - 10:34 AM, said:
More resource points, destructible resource points and less accrual per point seems like a cool idea.
Give the assaults a goal, blow up the enemy points. Also encourages splitting forces up.
I did like the new rewards updates in the HUD though.
Being able to destroy a resource point is just inviting griefing. It also isn't done in other games that have a Domination mode.
#55
Posted 10 October 2014 - 02:51 PM
#56
Posted 10 October 2014 - 02:52 PM
Russ Bullock, on 10 October 2014 - 09:55 AM, said:
Please Russ. PLEASE.
People would be more into the mode if caps weren't so slow to take, especially the solo cap.
#57
Posted 10 October 2014 - 02:53 PM
#58
Posted 10 October 2014 - 02:57 PM
Literally where up on points with one legged opponent left and they decided to kill it rather than earn more because "who cares."
Hasn't seemed to have changed the opinion for the mode itself, they just want to shoot things.
#59
Posted 10 October 2014 - 03:00 PM
I actually like the 12 seconds because it gave lights arole and often resulted in light brawls outside of the blob DFM. You know, role warefare.
#60
Posted 10 October 2014 - 03:01 PM
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