Russ 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.
It's great to hear you say that you're considering this! If you have a moment, please consider this post I made on outreachHPG a week or two ago on ideas for spicing up Conquest mode and let me know what you think!
http://www.reddit.co...ater_with_some/
TL;DR: Kills is more effective at winning in Conquest mode than capping, so dramatically increase the cap/up cap rates or consider insta-flips (with fuller cap bar generating more points per time), add cbill/XP rewards for capping, and maybe even incorporate a respawn/dropship system.
Original post copied below:
It's been almost 2 years since Conquest mode was added to the game. The great mech combat of MWO deserves dynamic and interesting game modes beyond team deathmatch, and unfortunately, I think there is general consensus that Conquest mode did not deliver in this regard. I want Conquest mode to be interesting, but most games of Conquest end with one team being destroyed well before the point cap is reached (except once in a while when a lone survivor can drag out a cap win), thus leaving MWO with 3 flavors of team deathmatch.
I'll spare everyone a thesis on why Conquest mode has been a disappointment, but for those who are new or are unaware, I'd summarize the issues as follows:
- It is ultimately more effective to win match by simply killing the opposing team rather than worrying about capping
- Capping/uncapping is too slow, especially if you aren't capping as a lance, so there is little incentive to go after cap points after the initial rush
- For the reasons above, attempting to cap/uncapan be a detriment to the team because you're not fighting with the vanguard
Standing in a box for long periods of time just isn't fun
- While I eagerly await the incoming Attack/Defend/Dropship mode coming with CW2, I retain some hope that PGI might be willing to consider some significant modifications to spice up Conquest mode.
- So what would a hypothetical "successful" Conquest mode look like? In my opinion, spicing up Conquest mode starts with making the players prioritize the cap points over getting kills. This means players are splitting up into pairs/lances and racing around the map trying to control the battlefield rather than forming the deathblob and going for kills.
So here are my ideas to spice up Conquest mode... (note that my intent is to propose ideas that would take minimal resources from PGI to implement)
Most minor changes:
- Significantly increase the cap/uncap rate, perhaps by 2-3x
- Add cbill/xp rewards for successfully capping and uncapping
Bigger changes:
- Entering an enemy-controlled cap immediately uncaps it and resets it to neutral (or perhaps flips to ally-controlled)--> no time required to uncap would encourage role warfare by give lights/fast mediums a clear role and encourage defense of cap points by heavies/assaults
- Filling the control bar doesn't increase uncap time, instead it increases the rate at which it generates points (for example, a ally-controlled cap point with just a tick of blue would generate 1 point every [10] secs, whereas a full blue bar would generate 1 point every [3] seconds) --> makes certain cap points more tempting targets for the enemy, encourages small skirmishes to naturally occur across the map
- Add 2 more cap points on the largest maps (alpine, TT, tourmaline, maybe Caustic and Crimson too) to spread things out
And finally, the big one...
- Incorporate respawns/dropship mode to make battlefield control more persistent, and increase the cap point total accordingly (5000?)
- Players could respawn on the map at any ally-controlled cap point
- Respawns could follow 4x3 dropship mode as outlined by PGI for CW2, or incorporated into the point system by deducting points from the team total for every respawn
Thoughts? Any more ideas to add?
EDIT: I know that many people don't like the idea of adding respawns, which is totally fine IMO. I listed it as a nuclear option, not necessarily something that the game mode needs. But *IF** PGI decides they want to bring dropship/respawns out of CW into the general PUG queue, I think Conquest would be the place to do it rather than Assault or Skirmish.*