1) Based on the preview on twitch, destroying the opposing team's mobile base results in a one time reduction of the opposing team's accumulated time (cannot go below 0)
Suggestion: Destroying the opposing team's mobile base will additionally reduce their timer tick rate.
Purpose: Increase the tactical importance of defending the base while also providing a greater incentive to attack the opposing base especially if your own base has already been destroyed.
2) Based on the preview on twitch, once all of a team is killed, it will no longer be possible for the team's accumulated time to increase.
Suggestion: Allow the timer to continue once a team has accumulated X amount of time (e.g. 2:50) even if all mechs are destroyed.
Assumption: Stacking more friendly mechs in the green capture area does NOT increase timer tick rate.
Purpose: Adds tactical depth to mode
Additional suggestion (if technically possible): Ability to repair mobile base by getting a friendly mech onto the mobile base area for X amount of time to restore timer tick rate. Subsequent destruction of the mobile base does not result in an additional 15 second reduction, just a reduction in timer tick rate.
Domination Mode: Modified Timer Suggestion
Started by p4r4g0n, Mar 07 2016 10:25 PM
3 replies to this topic
#1
Posted 07 March 2016 - 10:25 PM
#2
Posted 08 March 2016 - 04:00 AM
Just to add to the above.
1) The tick rate change as an incentive is a good idea however the mobile field base is stationary and depending on the cover provided by the map may make it an easy kill with long range weapons. Hopefully the mobile field base will have a sufficiently high enough HP. Will have to see how this game mode operates on all the maps. But as an idea to mitigate this, consider (if possible within technical and map spatial limitations) making the enemy mobile field base position variable and unknown to the enemy team. Even better perhaps would be to make it a moving base (though this is likely unfeasible at present).
This will give more purpose to the lights and mediums to have the task of scouting for it.
2) Repairing of the friendly mobile field base sounds like an excellent idea. Will definitely help add tactical depth to the mode.
3) Would also like to see the mobile field bases perhaps be further away, they seemed a little close in the stream. Though PGI's intent is probably to enable assaults the ability to destroy it within a reasonable timeframe. For the bonus it provides then return to the capture area sooner. Will have to reserve my judgement until I see how it plays out.
Edit: Further clarification
1) The tick rate change as an incentive is a good idea however the mobile field base is stationary and depending on the cover provided by the map may make it an easy kill with long range weapons. Hopefully the mobile field base will have a sufficiently high enough HP. Will have to see how this game mode operates on all the maps. But as an idea to mitigate this, consider (if possible within technical and map spatial limitations) making the enemy mobile field base position variable and unknown to the enemy team. Even better perhaps would be to make it a moving base (though this is likely unfeasible at present).
This will give more purpose to the lights and mediums to have the task of scouting for it.
2) Repairing of the friendly mobile field base sounds like an excellent idea. Will definitely help add tactical depth to the mode.
3) Would also like to see the mobile field bases perhaps be further away, they seemed a little close in the stream. Though PGI's intent is probably to enable assaults the ability to destroy it within a reasonable timeframe. For the bonus it provides then return to the capture area sooner. Will have to reserve my judgement until I see how it plays out.
Edit: Further clarification
Edited by Flying Fox 333, 08 March 2016 - 05:41 AM.
#3
Posted 08 March 2016 - 05:34 AM
Not sure I got where you are coming from with respect to the reference to a faster tick rate.
Destroying the enemy base would reduce enemy's timer tick rate. To eliminate this advantage, enemy team would either blow your team's mobile base to equalize the timer tick rates or drive all of your team out of the green capture area.
Like the idea of a mobile base that moves along a circular pre-set route. Mobile base could spawn at a random point on the route each match. Should be do-able given current demonstrated AI in Academy.
Destroying the enemy base would reduce enemy's timer tick rate. To eliminate this advantage, enemy team would either blow your team's mobile base to equalize the timer tick rates or drive all of your team out of the green capture area.
Like the idea of a mobile base that moves along a circular pre-set route. Mobile base could spawn at a random point on the route each match. Should be do-able given current demonstrated AI in Academy.
#4
Posted 08 March 2016 - 05:41 AM
Thanks. Clarified my previous post.
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