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Conquest Should End When All Enemies Are Dead And All Caps Are Taken

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#1 BSK

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Posted 15 March 2016 - 03:10 PM

We just played on the new map and finished the other team pretty quick. We had to wait 5 minutes until we had a score of 750. Wait 2 weeks and you will have endless reports of teamkills of bored players.

Make sure Conquest ends when all enemies are dead and all caps are fully taken.

#2 MechWarrior4023212

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Posted 15 March 2016 - 03:18 PM

I agree, if you have all blue caps and they are all dead, then game should end.

#3 happy mech

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Posted 15 March 2016 - 03:18 PM

+1

#4 Sharg

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Posted 15 March 2016 - 05:18 PM

Absolutely makes the most sense.

#5 ImperialKnight

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Posted 15 March 2016 - 05:33 PM

View PostBSK, on 15 March 2016 - 03:10 PM, said:

We just played on the new map and finished the other team pretty quick. We had to wait 5 minutes until we had a score of 750. Wait 2 weeks and you will have endless reports of teamkills of bored players.

Make sure Conquest ends when all enemies are dead and all caps are fully taken.


This. Actually it should end once the last enemy cap is run down to neutral.

Edited by knightsljx, 15 March 2016 - 05:38 PM.


#6 Deathlike

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Posted 15 March 2016 - 05:34 PM

This thread makes too much sense.

#7 Deathlike

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Posted 15 March 2016 - 05:58 PM

A better/simplified version of the win condition:

Quote

A simplified version of the win condition is that the opfor is dead, and you own at least 1 cap, and the rest of the caps are not owned by the opfor.


#8 MW222

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Posted 15 March 2016 - 07:14 PM

View PostNam Neckcrit, on 15 March 2016 - 05:26 PM, said:


you have been reported multiple times now....be adivsed.

LOL, as long as YOUR happy.

#9 Alardus

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Posted 15 March 2016 - 08:06 PM

I disagree with you all. The point is to force people to play the game rather than forgetting caps and just going skirmish mode. E.g. make the gameplay relevant.

In order to make it more entertaining, I suggest OpFor personnel to start running out of the cap points to try to escape, so that you can run after them and step on them. Each person squished is bonus XP/cbill.

Edited by Alardus, 15 March 2016 - 08:08 PM.


#10 Death Proof

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Posted 15 March 2016 - 08:12 PM

Conquest should go like this:

Main Objective: CAP BASES

The first team to reach 750 wins.
If you destroy the other team without controlling at least 3 bases, the match is a draw regardless of how many points you have.

This would require capping without making fighting pointless. Basically...it would ensure that the main objective is met before the destruction goes full throttle.

That is...unless one team hates money/xp AND winning.

#11 WANTED

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Posted 15 March 2016 - 08:21 PM

Yes and yes and yes. Was just in a match with this and I was going "WTF" the whole time while I got to watch the entire team do a dance for a minute. Coulda been worse but why would I want to sit there and watch that when the match has been decided?

#12 Kaio Pryde

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Posted 15 March 2016 - 09:02 PM

this new conquest concept is pretty horrid.

any chance on trying out a 15 sec rule + 5 cap win or full team kill.
if any team at any point are able to control 5 caps for longer than 15 secs uncontested they instantly win the match
if any team able to destroy every mech of the opposing side wins.

i think that would be a more interesting gameplay

#13 Troutmonkey

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Posted 15 March 2016 - 09:33 PM

If the enemy is dead and has no caps, the game should end as there is literally no way for the enemy to win

#14 BSK

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Posted 15 March 2016 - 09:46 PM

View PostKaio Pryde, on 15 March 2016 - 09:02 PM, said:

if any team at any point are able to control 5 caps for longer than 15 secs uncontested they instantly win the match

Or they could just increase the resources you get when you got all 5 caps. Usually you would get 5 points per secound, what if we increase this exponentionally for having them all? Like every 10 secounds we double the points, 5 at 0, 10 at 10, 20 at 20, 40 at 30, 80 at 40 and then it should be already over. Thats how you seperate this game mode from Skirmish. A team that ignores all 5 caps should lose faster, not be penalized if they kill everyone.

#15 MMax

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Posted 16 March 2016 - 01:18 AM

I really love the idea of Deathlike.

#16 Ulris Ventis

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Posted 16 March 2016 - 04:23 AM

This might be even easier.
There is one team left alive.

It's easy to count which one will win at current point growth.
If Team Alive will win, auto end the round.
If Team Alive will lose, until either point limit reached by enemy team, or until enough points capped to change the favor.

This way round time will be shorter with less circling around the map.

#17 NoiseCrypt

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Posted 16 March 2016 - 04:44 AM

You could also spend your time capping instead of killing the enemy team... thus ending the match by winning
If spent time is the issue, its probably faster to win by cap than by annihilation.

#18 Dibster

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Posted 16 March 2016 - 04:45 AM

Pretty much that. The system should calculate whether it's possible for the surviving team to win. If not, just end it there. If it's possible to win by capping, the game should go on until either the team takes too long to cap and victory is no longer possible, or they cap fast enough and they will win. There's no point in waiting for a certain outcome.

#19 happy mech

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Posted 16 March 2016 - 05:54 AM

View Postknightsljx, on 15 March 2016 - 05:33 PM, said:


This. Actually it should end once the last enemy cap is run down to neutral.


View PostTroutmonkey, on 15 March 2016 - 09:33 PM, said:

If the enemy is dead and has no caps, the game should end as there is literally no way for the enemy to win



should be easy to code

#20 Mr Mugatu

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Posted 16 March 2016 - 06:31 AM

I feel like conquest mode should be done away with all together. At least for quick play. I can see it being useful in CW because of the respawn element.





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