

Would Increasing The Time Shaved By Destroying Alpha And Bravo, Help Domination Mode?
#1
Posted 24 March 2016 - 04:55 AM
#2
Posted 24 March 2016 - 04:56 AM
#3
Posted 24 March 2016 - 05:01 AM
Stryker Ezekiel, on 24 March 2016 - 04:56 AM, said:
Agreed. They should make the circle bigger or smaller depending on the map and look into changing the location.
Another thing is destroying alpha & bravo should be able to make your teams timer go above 1:00.
#4
Posted 24 March 2016 - 05:02 AM
#5
Posted 24 March 2016 - 05:02 AM
First you have to look at what the concept for the game mode is, and then how to incentivize the kind of behaviour you want. What is the concept for this game mode? It's about taking and holding a piece of land, and either forcing the enemy team back or killing them. That's it.
You could add a bunch of O-gens and spread out the MFB's across the map to spread the teams up, but it doesn't change the concept for the game mode, which is to take and hold a piece of land. It just seems counter-intuitive to add a bunch of mini-objectives that force teams to spread out. It would be very different if the objective was to destroy a base, and the mini objectives were power generators, turret control tower and communication array. That would make sense. But right we have now is just so arbitrary.
It's just a terribly uninspired game mode, IMO. Green bubble skirmish.
#6
Posted 24 March 2016 - 05:09 AM
Tristan Winter, on 24 March 2016 - 05:02 AM, said:
First you have to look at what the concept for the game mode is, and then how to incentivize the kind of behaviour you want. What is the concept for this game mode? It's about taking and holding a piece of land, and either forcing the enemy team back or killing them. That's it.
You could add a bunch of O-gens and spread out the MFB's across the map to spread the teams up, but it doesn't change the concept for the game mode, which is to take and hold a piece of land. It just seems counter-intuitive to add a bunch of mini-objectives that force teams to spread out. It would be very different if the objective was to destroy a base, and the mini objectives were power generators, turret control tower and communication array. That would make sense. But right we have now is just so arbitrary.
It's just a terribly uninspired game mode, IMO. Green bubble skirmish.
Correct, with 2/3rds of the maps giving better firing lines and cover to one team only.
#7
Posted 24 March 2016 - 05:31 AM
The problem is that while it is an interesting change of pace certain asymmetrical map designs make it much harder for one team.
Perhaps making the capture circle larger on certain maps would help. One idea would be to have the location of the hill change on the destruction of a mobile field base.
#8
Posted 24 March 2016 - 05:35 AM
#9
Posted 24 March 2016 - 05:55 AM
#10
Posted 24 March 2016 - 06:50 AM
#11
Posted 24 March 2016 - 07:01 AM
But ... herding pugs, of course...
#12
Posted 24 March 2016 - 05:28 PM
#13
Posted 24 March 2016 - 05:39 PM
#14
Posted 24 March 2016 - 05:49 PM
Tristan Winter, on 24 March 2016 - 05:02 AM, said:
First you have to look at what the concept for the game mode is, and then how to incentivize the kind of behaviour you want. What is the concept for this game mode? It's about taking and holding a piece of land, and either forcing the enemy team back or killing them. That's it.
You could add a bunch of O-gens and spread out the MFB's across the map to spread the teams up, but it doesn't change the concept for the game mode, which is to take and hold a piece of land. It just seems counter-intuitive to add a bunch of mini-objectives that force teams to spread out. It would be very different if the objective was to destroy a base, and the mini objectives were power generators, turret control tower and communication array. That would make sense. But right we have now is just so arbitrary.
It's just a terribly uninspired game mode, IMO. Green bubble skirmish.
It plays a little differently in my experience. In skirmish you can run away or reposition easily. In domination you have to stay close to/in the circle which does create a different dynamic from regular skirmish.
#15
Posted 24 March 2016 - 05:53 PM
#16
Posted 24 March 2016 - 06:05 PM
The problem is that cowardice by not being in the middle for the circle drives me nuts. I know that everyone doesn't have to be there, but when you're seeing Direwolves and Atlases camping outside of it attempting to fire at long range... you know people are doing it wrong.
The locations and circle radius leaves to be desired... especially on maps on Bog where it overly favors Team 2 (eastern spawns) just by current design.
Edited by Deathlike, 24 March 2016 - 06:05 PM.
#17
Posted 24 March 2016 - 06:13 PM
#18
Posted 24 March 2016 - 06:59 PM
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