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One Mode To Rule Them All


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#21 Simbacca

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Posted 09 November 2015 - 11:13 AM

View Postcdlord, on 09 November 2015 - 10:24 AM, said:

Point conceded. Do you have an idea how to implement it into my mechanics in the OP?

For a cap win we are pretty much forced to have a counter. After all - who wants to wait out 15 minutes.

#22 CDLord HHGD

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Posted 09 November 2015 - 01:21 PM

Added this to the OP:

EDIT: Ok, so there is support for having a "cap win" mechanic. Would a two-stage cap for Sigma and Gamma work? First one is fast (like conquest) for the cbills, second one is slow like assault. If it's the base you originated from, you can only cap it back for the cbills. If you are taking the other team's originating base, then you have to cap it for the cbills, then cap it again for the win...

Edited by cdlord, 09 November 2015 - 01:22 PM.


#23 Burktross

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Posted 09 November 2015 - 01:21 PM

View Post1Grimbane, on 07 November 2015 - 09:37 AM, said:

pgi should release CW maps into puglandia

How about PGI releases pug maps into Cdubbaya? CW maps are so terrible. Its chokepoint: the game

#24 CDLord HHGD

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Posted 09 November 2015 - 01:26 PM

View PostBurktross, on 09 November 2015 - 01:21 PM, said:

How about PGI releases pug maps into Cdubbaya? CW maps are so terrible. Its chokepoint: the game

PGI made a huge mistake by making the maps mutually exclusive..... We could have 50% more maps in puglandia and 150% more in CW if they had designed them to be compatible both ways.

Heck, mayhap my idea in the OP would be a game changer for CW. Increase the timer to 30 minutes and add 4 respawns... :D

Edited by cdlord, 09 November 2015 - 01:26 PM.


#25 Simbacca

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Posted 09 November 2015 - 01:30 PM

View Postcdlord, on 09 November 2015 - 01:26 PM, said:

PGI made a huge mistake by making the maps mutually exclusive..... Would could have 50% more maps in puglandia and 150% more in CW if they had designed them to be compatible both ways.

Exactly. Maps such as Tourmaline, Alpine and the new Forest Colony would make good CW maps. While Vitric Forge and Emerald Tiaga would make good maps for solo queue.

Just a simple adjustment using existing maps increased map options at no cost !!!!!1111oneoneoneone.

#26 Cementi

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Posted 09 November 2015 - 01:44 PM

I actually really like this idea.

One could lose and still have an increase to cbill earnings (if i am understanding correctly).

Also for those fearing it making it harder to make cbills I am sure they could tweak it so it would not be any worse than the current system with the ability to be slightly better.

#27 Sjorpha

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Posted 09 November 2015 - 01:56 PM

The problem with objectives only affecting cbills is that cbill earnings aren't really part of the gameplay, so it becomes meaningless in competitive matches or for players who only play for the win and not for rewards.

That creates a tension between different player mindsets. We already have that in assault now. There are some players who think that base rushing is somehow bad because it generates less cbill rewards, but my position is that my job on the battlefield is to win the match in the most effective way possible. So that might lead to a conflict between me and the farmers if i cap the base.

This mode might cause the same kind of tension. I would NEVER cap a point for the purpose of getting chills, never ever. If it isn't part of winning the match it might just as well not exist to me. By the same logic it would annoy me if player waste time capping points that doesn't actually increase our win chance, since they will reduce our chances of winning by being sidetracked by irrelevant rewards.

I think it's important to design the modes so that winning moves and rewarding moves are the same thing, first comes the task of designing interesting win conditions and then awards should be suited to reward the most effective way to win the most.

For example if base rushing in assault is the most effective way to win it should also be the most rewarding one, and if it was people would actually care about defending their base instead of yelling "LAME!" and other nonsense in chat.

#28 CDLord HHGD

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Posted 17 March 2016 - 07:03 AM

Bump/resurrect as there is a lot of map/mode discussion to this remains pertinent to the current discussions.

#29 CDLord HHGD

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Posted 24 April 2017 - 05:23 AM

Edited/added to OP.

#30 Savage Wolf

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Posted 24 April 2017 - 05:33 AM

It would suffer the same fate as all the other modes: It's always just faster and more reliable to murderball the opposing team resulting in yet another Skirmish mode. Disregard objectives as always.

Unless this mode somehow addresses the convenience and speed of murderballing, it will fail like all the others.

#31 Shiroi Tsuki

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Posted 24 April 2017 - 06:23 AM

Do you know what would be amazing?
Merge everything so we having something like Planetside 2 - MechWarriorSide 2 Online. Instead of continents, we have planets

Posted Image

MechWarrior MMO -THE BEST IDEA



#32 Coolant

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Posted 24 April 2017 - 08:29 AM

i like the idea. it also eliminates the thing I hate worst about Conquest. Make standing on a plot of land mean something. If I know that I will get CBills continuously pouring in from a captured point, I will want to defend it and capture more. The one time Cbill bonus we get for capturing now is not worth it.

Just add unlimited respawn to your idea and do it PGI!

#33 Savage Wolf

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Posted 24 April 2017 - 10:15 AM

View PostCoolant, on 24 April 2017 - 08:29 AM, said:

i like the idea. it also eliminates the thing I hate worst about Conquest. Make standing on a plot of land mean something. If I know that I will get CBills continuously pouring in from a captured point, I will want to defend it and capture more. The one time Cbill bonus we get for capturing now is not worth it.

Just add unlimited respawn to your idea and do it PGI!

Uhm... Conquest already works like that.





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