

Conquest Should End When All Enemies Are Dead And All Caps Are Taken
#1
Posted 15 March 2016 - 03:10 PM
Make sure Conquest ends when all enemies are dead and all caps are fully taken.
#2
Posted 15 March 2016 - 03:18 PM
#3
Posted 15 March 2016 - 03:18 PM
#4
Posted 15 March 2016 - 05:18 PM
#5
Posted 15 March 2016 - 05:33 PM
BSK, on 15 March 2016 - 03:10 PM, said:
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
Posted 15 March 2016 - 05:34 PM
#7
Posted 15 March 2016 - 05:58 PM
Quote
#9
Posted 15 March 2016 - 08:06 PM
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
Posted 15 March 2016 - 08:12 PM
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
Posted 15 March 2016 - 08:21 PM
#12
Posted 15 March 2016 - 09:02 PM
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
Posted 15 March 2016 - 09:33 PM
#14
Posted 15 March 2016 - 09:46 PM
Kaio Pryde, on 15 March 2016 - 09:02 PM, said:
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
Posted 16 March 2016 - 01:18 AM
#16
Posted 16 March 2016 - 04:23 AM
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
Posted 16 March 2016 - 04:44 AM
If spent time is the issue, its probably faster to win by cap than by annihilation.
#18
Posted 16 March 2016 - 04:45 AM
#19
Posted 16 March 2016 - 05:54 AM
knightsljx, on 15 March 2016 - 05:33 PM, said:
This. Actually it should end once the last enemy cap is run down to neutral.
Troutmonkey, on 15 March 2016 - 09:33 PM, said:
should be easy to code
#20
Posted 16 March 2016 - 06:31 AM
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