627, on 07 March 2016 - 01:17 AM, said:
Battletech was never about destroying robots because destruction is fun. It was always about a mission objective, something to achieve with the sparse ressources you have - at least in lore. And many people want something like that, missions, a greater goal and immersion. being a mechwarrior and not an arena fighter.
Exactly.
627, on 07 March 2016 - 01:17 AM, said:
And some people don't want to play the same boring game mode over and over again. Variety you know

Exactly.
627, on 07 March 2016 - 01:17 AM, said:
And on the topic, ending the match in 2 minutes without a fight is boring but you should not be punished because you played the objectives. I mean who's fault is it that the enemy base is captured without a fight? my or the enemy's?
Exactly.
Making playing for objectives as profitable as going kiil-em-all, but potentially easier and faster will be certainly painful at first to some people. Just like light rushes were in CW some time ago, only this would be fair, while light rushes were not (only one side had an easy way to end the match). Still, I think people will learn to try to balance between capping the enemy base and not get your base capped, while having a lot of 'thinking's man shooter' in between. Example: if you KNOW some lights will try to get to your base, it gets really obvious to hide some light hunter (like a streakboat) turned off next to the base and ambush them. On the other hand, an ambush will probably get pretty obvious after some time, so cappers will have to adjust and kill the ambusher first or maybe send some more mechs to cap etc. etc.
Ace Selin, on 07 March 2016 - 01:25 AM, said:
Totally agree about the mission objectives (attack, defend mode with turrets, gens that control them - can be captured and multiple access ways to a terminal point, would be great) but at the moment all we got is arena fighter or nothing, ill take the arena fighter every time over doing nothing but sitting in a little circle hoping it counts down faster than the other guys counter.
At first it would look like that. Right until some people would realise you can actually defend your cap AND send someone fast to try and cap the enemy base (pro tip: try means scout and decide if it is possible, not go head on and die). The whole problem would be to have people learn that forming a 12-man murderball is not always the best option after years of 12-man murderball being always the best option.
I have faith. Terra therma conquest allows me to have it. On that match, it is the best to divide your forces into capping lights (going for kappa* and forward at first, then joining the main force) and the rest that joins with assaults and get epsi. If the enemy just goes to the center, they will be forced to divide and cap, while we can murderball them for a while. If they let their assaults cap alone, they will loose 3-4 mechs for nothing, allowing us to cap around AND have a main force stronger than all what's left of their team, what's basically an instawin for us. If they do the same - we have 2 fights, one between lights and one between the rest of the team, further course of action depends on the outcomes of both clashes. If there is an other counterstrategy to that strategy, I haven't seen it yet. Hope there is

Isn't that more interesting than a simple murderball? I think it is and - suprisingly - people actually tend to follow my plan when I propose it.
Edited by Prof RJ Gumby, 07 March 2016 - 02:00 AM.