Change To Conquest Game-Mode?
#1
Posted 10 October 2023 - 10:00 PM
#2
Posted 21 October 2023 - 05:56 AM
Ever since about January 2021 having passed, I've felt like the number of Conquest Points should be expanded, with 5 as a hard baseline for those normal-sized maps on the roster. On the larger fields, it seems like having more locations to control — like 7+ at a minimum — would be better for gameplay. Further, it might assist some people to become more adept at the mode, along with being more versed at how to navigate these various maps. Many of those larger maps seem to constantly have their space underused, so expanding the number of locations which players need travel to seems completely proper. Or at least, that is what Conquest gives me the impression of needing anyway.
About the only places for which dropping Conquest Points to so low as 3 might be of use? Maybe those smaller classic-type maps which are not all available at this time... (e.g. "Forest Colony Classic" and its' Snow-y counterpart too which are currently missing, along with "Frozen City Night Classic" which is still present...) But unfortunately, it happens that I very much fear doing so would end up inducing easy one-sided stomps which will ruin Conquest Mode for many players, and unnecessarily make people want Conquest's gameplay removed entirely. Or is that what you're aiming for? We certainly do not need such happening, as it's already common knowledge that 2 rather good game modes — Incursion & Escort — were removed in the last few years, and all they needed were some changes of design & mechanics in order to avoid their loss.
~D. V. "thinking that more Conquest Points on those larger Maps is a better way to go" Devnull
(p.s.: Don't get me started on Skirmish either please, because I've felt for far longer like that game mode needs to die because all those others are designed with predication of devolving into it... In a game which is meant to be fun, no mode should ever be meant to actively enforce suffering for others, such as how Skirmish is built with the idea of shoehorning it... We're probably bleeding players which could have been retained simply because of that one mode's harsh unfriendly design, let alone how nobody is capable of being kind towards new people or even willing to communicate with their Team in general... Argh... I'm already getting into a rant!!!)
#3
Posted 21 October 2023 - 09:04 AM
#4
Posted 21 October 2023 - 04:06 PM
D V Devnull, on 21 October 2023 - 05:56 AM, said:
Ever since about January 2021 having passed, I've felt like the number of Conquest Points should be expanded, with 5 as a hard baseline for those normal-sized maps on the roster. On the larger fields, it seems like having more locations to control — like 7+ at a minimum — would be better for gameplay. Further, it might assist some people to become more adept at the mode, along with being more versed at how to navigate these various maps. Many of those larger maps seem to constantly have their space underused, so expanding the number of locations which players need travel to seems completely proper. Or at least, that is what Conquest gives me the impression of needing anyway.
About the only places for which dropping Conquest Points to so low as 3 might be of use? Maybe those smaller classic-type maps which are not all available at this time... (e.g. "Forest Colony Classic" and its' Snow-y counterpart too which are currently missing, along with "Frozen City Night Classic" which is still present...) But unfortunately, it happens that I very much fear doing so would end up inducing easy one-sided stomps which will ruin Conquest Mode for many players, and unnecessarily make people want Conquest's gameplay removed entirely. Or is that what you're aiming for? We certainly do not need such happening, as it's already common knowledge that 2 rather good game modes — Incursion & Escort — were removed in the last few years, and all they needed were some changes of design & mechanics in order to avoid their loss.
~D. V. "thinking that more Conquest Points on those larger Maps is a better way to go" Devnull
(p.s.: Don't get me started on Skirmish either please, because I've felt for far longer like that game mode needs to die because all those others are designed with predication of devolving into it... In a game which is meant to be fun, no mode should ever be meant to actively enforce suffering for others, such as how Skirmish is built with the idea of shoehorning it... We're probably bleeding players which could have been retained simply because of that one mode's harsh unfriendly design, let alone how nobody is capable of being kind towards new people or even willing to communicate with their Team in general... Argh... I'm already getting into a rant!!!)
I just feel that I need to point out that the point that Incursion and Escort are good gamemodes is something that most players would disagree with. ESPECIALLY Escort.
On the other hand, I agree in the point that there should be some other incentive to capping points. What if holding a point would allow a slow recuperation of ammo? Maybe more points = more ammo reload? Maybe holding *n*-number of points would allow for ECM coverage or something? Though I believe that making it such that different points grant different bonuses would lead to a clear favoritism for which points to hold, and devolve into a Domination match for said point(s).
Edited by ESC 907, 21 October 2023 - 04:07 PM.
#5
Posted 22 October 2023 - 02:26 AM
ESC 907, on 21 October 2023 - 04:06 PM, said:
On the other hand, I agree in the point that there should be some other incentive to capping points. What if holding a point would allow a slow recuperation of ammo? Maybe more points = more ammo reload? Maybe holding *n*-number of points would allow for ECM coverage or something? Though I believe that making it such that different points grant different bonuses would lead to a clear favoritism for which points to hold, and devolve into a Domination match for said point(s).
#6
Posted 22 October 2023 - 04:10 AM
KursedVixen, on 21 October 2023 - 09:04 AM, said:
ESC 907, on 21 October 2023 - 04:06 PM, said:
KursedVixen, on 22 October 2023 - 02:26 AM, said:
Please no.
This is plain bad game design.
All this would do is reinforce the advantage of the winning team. In other words, a positive feedback loop, meaning the more you win the easier it is for you.
MWO is already heavy on the positive feedback, mostly because of no respawn, it doesn't need more.
#7
Posted 22 October 2023 - 04:46 AM
epikt, on 22 October 2023 - 04:10 AM, said:
This is plain bad game design.
All this would do is reinforce the advantage of the winning team. In other words, a positive feedback loop, meaning the more you win the easier it is for you.
MWO is already heavy on the positive feedback, mostly because of no respawn, it doesn't need more.
i'm guessing your one of the whiny light pilots who didn't have the skill to destroy all four without dieing?
Edited by KursedVixen, 22 October 2023 - 04:47 AM.
#8
Posted 22 October 2023 - 05:48 AM
#9
Posted 07 November 2023 - 03:48 AM
ESC 907, on 21 October 2023 - 04:06 PM, said:
Okay... This is asking to get answered...
As I mentioned, they needed some fixes to avoid their loss, and ultimately make those modes more likeable by everyone... Put simply...
- Escort — Needed to be made symmetrical, and the number of Towers expanded as well. What hurt this mode the worst was not giving BOTH of the Teams present one VIP Mech each to protect. This resulted in Events where some people kept getting the wrong side of the randomizer, preventing them from completing Challenges and thereby causing the massive hate against Escort in general. Like I said, merely fixing this mode would have ended a lot of the unnecessary hate and made people happy.
- Incursion — This one needed a little more work to help it survive. For starters, not enough of the Maps even had an Incursion version, which made it near-impossible to get in many situations. Add to this that the Base Targets & Turrets were all non-lockable, and should have all been designed such that TAG & NARC could make them lockable with things like Streak SRMs (by extension, those LRMs & ATMs would become lock-capable, but it would require some Teamwork if the Lock-On Missile User didn't have LOS on their own) so that those weapons were not wrongfully left out in the cold. Perhaps even the ACT (Air Control Tower, if I remember right?) should have been able to call a Dropship which could do some Base Damage actively, even if limited to only minimal for balancing reasons, in order to incur pressure on not letting the OpFor get those Fuel Cells as much. Again, a thing that could have stayed around better had it received some fixes.
~D. V. "If only Incursion & Escort modes had received needed fixes... Now we'll never see them played right!" Devnull
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