Making Bigger Maps Fun: A Low-Tech Video Proposal On Shaking Up Cw Gameplay
#1
Posted 28 September 2015 - 09:40 AM
Let me know what you think.
#2
Posted 28 September 2015 - 09:46 AM
#3
Posted 28 September 2015 - 10:03 AM
sycocys, on 28 September 2015 - 09:46 AM, said:
I don't think anything should be dumped, but it can be added onto.
I'd like to think that larger maps won't take longer than the current maps to create. More open space to test, but less terrain to get right and debug.
#4
Posted 28 September 2015 - 10:08 AM
#5
Posted 28 September 2015 - 10:31 AM
So nice idea, but dont expect any attention or feedback from pgi at all.
Edited by ThisMachineKillsFascists, 28 September 2015 - 11:40 AM.
#6
Posted 28 September 2015 - 10:51 AM
I would suggest that the spawn-points be able to be used by any team that captures them and that a person can choose which spawn-point they drop from. As for the sensor line? Don't really like the idea -- turrets alone do enough of a job stopping lights.
Edited by nehebkau, 28 September 2015 - 10:53 AM.
#7
Posted 28 September 2015 - 12:18 PM
Edited by SirNotlag, 28 September 2015 - 12:19 PM.
#8
Posted 28 September 2015 - 02:36 PM
nehebkau, on 28 September 2015 - 10:51 AM, said:
I would suggest that the spawn-points be able to be used by any team that captures them
I would worry that this would give far too much of an advantage to the defenders and ensure that most of the fighting takes place on one narrow strip of the map.
I also like the idea of only one side having dropships, while the other side is dug in and relies on the strength of their position. Seems much more realistic than what we have now, with both sides having dropships. Why not just have the dropships fight each other?
nehebkau, on 28 September 2015 - 10:51 AM, said:
Maybe. I might like to hand that job to the commander, though, in order to give them a role, or at least let them divert mechs from a compromised corridor to one that's been opened.
nehebkau, on 28 September 2015 - 10:51 AM, said:
The sensor alerts would be an info warfare helper designed to turn defender guns on attacking light rushes sooner and increase the damage they can inflict. At least in my thinking.
Also, requiring lights to take out the generators would draw them to the generators, and thus to the turrets protecting them.
SirNotlag, on 28 September 2015 - 12:18 PM, said:
Well, that's exactly the point. If lights push through, they'll survive and inflict some damage, but the heavier mechs coming later will be compromised. The idea is to implicitly force the lights into a scouting and clearing role.
SirNotlag, on 28 September 2015 - 12:18 PM, said:
If that happens, the gamemode has done its job. Defenders aren't camping, and we've split the 12-mans into groups for smaller engagements. Yeahoo!
#9
Posted 28 September 2015 - 03:03 PM
#10
Posted 28 September 2015 - 03:21 PM
Consider a battle mode like yours where the goal is to control ALL the spawn points -- that is the win condition. No traditional bases to assault.
Edited by nehebkau, 28 September 2015 - 03:22 PM.
#12
Posted 28 September 2015 - 08:13 PM
SirNotlag, on 28 September 2015 - 03:44 PM, said:
sure cause 12 on 4 is going to be fun...
Who is deathballing in your mind here, the attackers or defenders?
If it's the attackers deathballin, they're sacrificing the closer spawn points and forcing their later heavy mechs to walk just as far, as well as conceding the artillery/MFBs that can be picked up from activating those closer points.
If it's the defenders deathballin, they're giving other attacker lances a straight shot at their base.
#13
Posted 29 September 2015 - 02:01 AM
Along those lanes are critical objectives (defended by NPC guns)
As the objectives in the lane are captured you effectivly push the lane back towards the enemy base.
So league of mechwarrior legends?
I jest...overall a decent proposal and one I would support.I have been in favor of larger maps with a play style angled towards objectives rather than smash em up robots deathballing.
#14
Posted 29 September 2015 - 03:31 AM
Rebas Kradd, on 28 September 2015 - 09:40 AM, said:
Let me know what you think.
Good idea and nice video!
Maybe it has potential side effects / problems etc. that aren't obviously visible at the moment (maybe too complicated for new players? games getting too long for casual players? lines depending too heavily on the skill of a few?), but apart from that, I like it .
Sadly, as mentioned, you'd have to convince russ first...
Edited by Paigan, 29 September 2015 - 03:33 AM.
#15
Posted 29 September 2015 - 03:33 AM
I like everything else in the video though. But really, imo the best way to discourage death balling and do away with boring choke points is to scatter objectives that need to be attacked / defended across the map, in which there is not enough time to deathball and sweep, and too many objectives to camp.
#16
Posted 29 September 2015 - 03:45 AM
Squirg, on 29 September 2015 - 03:33 AM, said:
I like everything else in the video though. But really, imo the best way to discourage death balling and do away with boring choke points is to scatter objectives that need to be attacked / defended across the map, in which there is not enough time to deathball and sweep, and too many objectives to camp.
Good points.
But I wonder:
If there are enough objectives with enough distance between them to prevent a deathball sweep, wouldn't that cause countless minutes of travel time between them?
Wouldn't matches deteriorate into hour-long strategic pokergames of "who sends how many heavies where first?" with hardly any fights?
Whenever I read complaints about deathballing, I can't help to think:
Maybe combining forces is simply a natural, efficient thing to do? (Similar to optimizing mech loadouts into many weapons of few different types).
Maybe all that complaining is actually a symptom of defying the reality of warfare optimization (or "process optimization" in general) ?
Edited by Paigan, 29 September 2015 - 03:47 AM.
#17
Posted 29 September 2015 - 04:16 AM
Quote
exactly. theres nothing to prevent the defenders from deathballing. meanwhile the attackers are forced to split up due to their dropzones being seperated.
If you want to prevent deathballing you need infinite respawns and spread out objectives. deathballing will ALWAYS be a thing as long as killing enemy mechs is the easiest way to win a gamemode. infinite respawns removes killing enemy mechs as a potential win objective, which places less emphasis on the need to deathball, and much more emphasis on completing the objectives. And having spread out objectives would force teams to split up in order to capture enough of the objectives to win the gamemode.
What I suggest is a ticket system. Each team starts with something like 8000 tickets. And whenever a mech dies its team loses tickets equal to the mechs tonnage. Each player gets 4 choices of mechs and can respawn an infinite number of times in any of those 4 mechs. But each time they die their team loses tickets equal to the mech's tonnage.
Additionally there would be five capturable strategic objectives spread out across the map. Controlling a strategic objective would bleed the enemy team of tickets at a rate of 1 per second. Additionally each capture objective would provide a strategic bonus to the controlling team such as a mech repair bay, ammo cache, aerotech base, satillite uplink, etc...
Lastly there would be an enemy HQ for each team, which if it gets destroyed, that team immediately loses. That way the losing team always has a chance of winning the game by going for an HQ destruction. It allows for the possibility of an upset.
Edited by Khobai, 29 September 2015 - 05:04 AM.
#18
Posted 29 September 2015 - 06:04 AM
#19
Posted 29 September 2015 - 09:57 AM
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