Khobai, on 05 October 2015 - 07:37 AM, said:
how do you do that thought?
in order to prevent deathballing the objective would not only have to be easier to complete than killing the enemy team but it would also have to force teams to spread out.
the only way I can think of to make a gamemode like that enjoyable is if you implemented a ticket system like I suggested above.
Ticket systems are not neccissary at all to create the type of game play desired.In fact I foresee several issues with your suggested ticket system.
Imagine the player who wrecks their Direwolf in the first seconds of a battle.His team would flip out on him for wasting tickets.If there is a currency players will bicker about it. So don't do it with tickets.
Here is a possible format.
Attack/Defend mode: One team is attacking the other team's base.Timed match,unlimited or multiple respawn.
Win conditions: Defenders win if the primary base is intact at the match end Attackers win if the base is destroyed in the alotted time.
Bonus payouts for each surviving mech on the winning team including any unused mechs (if a drop deck is used) Or if unlimited spawns in use payout is deducted my a small value per casualty sustained.
Much larger maps that have an advancing front mechanic.At intervels along the map length between the begining attacker's spawn and the defending team's base are forward landing zones.
Capturing forward landing zones allows your respawns to begin there (closer to the main objective) The defenders can uncap the advanced landing zones so defending them is in your best intrests.
In addition to forward landing zone objectives there will be tactical objectives to capture and destroy.Tactical objectives add or subtract time from the match (defenders will want to shorten the match time to prevent the enemy from having the time to capture the main base while attackers will want to exstend the timer to grant their team more time to attack) Each tactical objective held effects the rate the match timer ticks off to zero.
So with this sort of mechanic in play each team will have several objectives and simply can not afford to death ball because death balls will lose this sort of match.
Too many mechs in one spot and you lack the ability to hold enough tactical objectives or forward landing zones to win in the allotted time.
Death balling to attack the base will fail on account of the long supply lines.Without holding forward landing zones your reenforcment respawns will be running from all the way across the map.Meanwhile the defenders respawn close to the base.
No tickets and no bickering on who wasted tickets by crashing exspencive mechs and such.