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What If Like, Capture The Flag?


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#1 Sjorin

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Posted 23 February 2016 - 02:33 PM

So, fact: Quickplay needs better objective-based gameplay. We all know that, and I think one of the best ways to get to a good point is to brainstorm the **** out of this issue. The more ideas we throw around regarding game types, the faster and easier we'll get to something that makes a difference both in Quickplay and the Meta in general.

So let's have a look at how CtF might work for MWO.

One or two flags?

I find this to be a pretty easy question to answer, personally. In a two-flag situation, where each team's flag is at their own base, the goal would have to be to retrieve the flag, and bring it back to yours'. This is awful. Not only would this option become skirmish a majority of the time, but it would create a situation where people would run 3 156kph Jenners, rush the base, and run back and get an early victory. No.

The best option is to have one neutral flag in the 'center' of the map, which both teams will have as their objective. This creates a focal point for the game, and also makes an early victory less common (for reasons I'll explain in a bit). Can the players ignore the flag? Yes. Will they want to? That's the decision we'd have to force in this game mode. And I think the best way is to ask...

Take the flag to their base or ours?

It may seem obvious, but it has to be mentioned anyways. In my opinion, taking a neutral center-of-the-map flag is a disaster. Fast mechs would rush the flag, grab it, take it home and be done. So the only other solution here is to have the mechs have to take the flag in to the other base and plant it there.

But wouldn't that be the same result? Can't a fast 'Mech take the flag, rush past defending forces, and cap?

This is probably the hardest part to balance here. If a team goes all in for the flag, and a quick mech picks it up and runs past the whole enemy team, it'd be game over.

A few suggestions I have to remedy this:

- A flag cap timer. Shorter than an assault cap timer, but long enough to allow currently defending forces to blow up a tiny light mech before he can plant the flag. Let's say he alone would have to stay in the plant-zone for 20, 30 seconds. I don't know for sure. That would come to playtesting.
- Defense turrets. This is a bit heavy-handed, but might be worthwhile when paired with another solution. It makes it so planting the flag is a team effort, but is also still manageable with one lance.
- A flag cap player count. This is trickier. It would require at least 3 mechs (or so) to be involved in the flag capture. Once three mechs enter the zone, and if one of them has the flag, the game is over. This would be paired best with defense turrets or some other obstruction, I think, as it still allows for a light lance to rush-end the game.

Respawns?

I really don't know what PGI's stance on this is, but another option is to speed up the pacing of this game mode with a respawn timer and a goal to hit multiple flag caps.

This is a very mediocre idea, I'll admit. Most maps are either too large or too convoluted to make respawns worth it. In a 15-minute match on Polar Highlands as it is, CtF would be a nightmare. You'd have to compress the bases and spawn points, and lose half of your map in the process.

It is good, however, because it encourages defensive play more. If you've got a lead on flag captures, and don't want to lose it, why not make the enemy come to you? Now they have to rally, and have a plan to get that flag in as quickly as possible.

Take this suggestion with a grain of salt, as even I realize it's neither good nor maybe even feasible.

But wait, why are we capturing a flag? This doesn't make any sense.

So I'm a newbie to battletech lore. The most experience I have with the story is through videogames and a friend who is a total buff. From what I can tell, capturing a flag is plain stupid, and if MWO is to not piss off the battletech dudes, they've got to rebrand CtF a bit.

**** it, make it a bomb. You're planting a bomb. Or a jammer. Or maybe even a VIP of some kind. Crashed pilot situation.

Other games do and have done it. I think this should be a non-issue compared with the specifics of how this game mode would work.




Anyways, like I said at the beginning of the post, the best we can do is brainstorm ideas. So hit me. Is this idea ****? Is it interesting? A god send? Do you have any better ideas, bucko?

LET'S TALK





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