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Domination - Suggestions


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#1 Sharg

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Posted 17 March 2016 - 08:46 AM

After having played Domination a few times and reading the feedback thread, I think that there are a few common concerns from players:
  • The time allotted is either too short on some maps(Alpine, Polar, etc) or too long on others (Frozen City, Crimson, etc.)
  • The cap point location favors one team over another on some maps.
  • The MFBs are practically ignored and play almost no role
  • There's no way to keep the large, central cap point free of enemy mechs without killing the whole enemy team first, plus it makes no sense to have this requirement when there are no respawns (there will be one large brawl for control, then the game is decided)
Here are some suggestions that I've gleaned from other threads:




1a) 3 smaller caps vs. one large cap

Split the one giant cap point into three much smaller ones close together near the center of the map. Timers only tick down once a team owns more points then the other team. Timers will not tick down if each team owns one point. The timer should be set back to 3 minutes for this to work.

OR

1b) One very large point that's easier to cap

Enlarge the single cap point significantly (maybe 2x), and remove the requirement that the circle be clear of enemy mechs before capping can begin. The team with the majority of mechs inside the circle is considered to have "capped" the point. Shooting enemy mechs within the circle still halts the countdown. For this to work though, the timers should be set back to 3 minutes at least.

2) The game should end immediately in victory when all enemy mechs are dead

3) Destroying enemy MFBs reduces your timer by 30 seconds each, instead of increasing the enemy timer

4) Add HUD indicators for the MFBs

Edit: Grammar

Edited by Sharg, 17 March 2016 - 08:52 AM.


#2 baddagger

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Posted 21 March 2016 - 07:25 AM

A problem I'm seeing on some of the maps with domination is that one team is in a bad position with having to get into the circle in the open. The new map doesn't have enough cover in the center, even though PGI said it would be short to medium range engagements. I don't understand why they didn't put enough cover there. Alpine is another one that is difficult if you start in the low side. Also, why don't we get a brawling city map, a lot of us would love to see a short range city map that favors brawling.

#3 Cyrilis

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Posted 21 March 2016 - 07:37 AM

another option:
the MFBs (or generators that need to be placed yet) need to be destroyed in order to be able to

concerning the idea of Sharg:

View PostSharg, on 17 March 2016 - 08:46 AM, said:

2) The game should end immediately in victory when all enemy mechs are dead


No, because this will make the people to play skirmish again. Unfortunately I don't have a better Idea atm...

start the timer.

Edited by Cyrilis, 21 March 2016 - 07:38 AM.


#4 Drakhan

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Posted 27 March 2016 - 10:50 AM

How about we make it so that the com dish disrupts the sensors of all mechs on a given team in the cap area once both field bases are destroyed.

#5 Lupis Volk

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Posted 27 March 2016 - 07:59 PM

Domination needs either repawns or removal.

#6 Dee Eight

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Posted 27 March 2016 - 09:43 PM

I like domination just the way it is, spawns and all. Being on the far side just makes it a more fun challenge to win IMHO.

#7 Troutmonkey

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Posted 28 March 2016 - 07:04 PM

View PostCyrilis, on 21 March 2016 - 07:37 AM, said:


No, because this will make the people to play skirmish again. Unfortunately I don't have a better Idea atm...

start the timer.

People already play it as Skirmish

View PostSharg, on 17 March 2016 - 08:46 AM, said:

After having played Domination a few times and reading the feedback thread, I think that there are a few common concerns from players:
  • The time allotted is either too short on some maps(Alpine, Polar, etc) or too long on others (Frozen City, Crimson, etc.)
  • The cap point location favors one team over another on some maps.
  • The MFBs are practically ignored and play almost no role
  • There's no way to keep the large, central cap point free of enemy mechs without killing the whole enemy team first, plus it makes no sense to have this requirement when there are no respawns (there will be one large brawl for control, then the game is decided)
Here are some suggestions that I've gleaned from other threads:







1a) 3 smaller caps vs. one large cap

Split the one giant cap point into three much smaller ones close together near the center of the map. Timers only tick down once a team owns more points then the other team. Timers will not tick down if each team owns one point. The timer should be set back to 3 minutes for this to work.

OR

1b) One very large point that's easier to cap

Enlarge the single cap point significantly (maybe 2x), and remove the requirement that the circle be clear of enemy mechs before capping can begin. The team with the majority of mechs inside the circle is considered to have "capped" the point. Shooting enemy mechs within the circle still halts the countdown. For this to work though, the timers should be set back to 3 minutes at least.

2) The game should end immediately in victory when all enemy mechs are dead

3) Destroying enemy MFBs reduces your timer by 30 seconds each, instead of increasing the enemy timer

4) Add HUD indicators for the MFBs

Edit: Grammar

1a. Deathball over all 3 points is probably always going to be best strategy as 4 mechs can't beat 12
1b. Could be okay, see below
2. This now happens
3. Timers still mean nothing until everyone is dead.
4. MFB's still mean nothing

Expanding on 1b, new domination with be a cap point the same size now or smaller. Everyone on the cap point generates points if for every second they have not been shot, even if enemies are there. More mechs > More points. After say 2-3 minutes move the cap point. Game ends when one team is dead or when one team reaches the point limit

Edited by Troutmonkey, 28 March 2016 - 07:05 PM.


#8 Lupis Volk

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Posted 29 March 2016 - 04:25 PM

In it's current state Domination needs to be removed.

It encourages bad play and no team work. It enforces the MiMiMiMiMiMi!!!!! mentality and is overall poorly implemented.

If this game mode stays in it needs maps made just for it and for the option to ignore said game mode.

Edited by Lupis Volk, 29 March 2016 - 04:25 PM.


#9 Windscape

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Posted 29 March 2016 - 05:28 PM

terra therma domination is the worst, b/c it its hell trying to fight in that caldera. IMO, its just bad map design. The map designers always seem to make some sort of center point, so the rest of the map is left unused. Domination just encourages this more. Either get better map designers or (easier alternative) move the domination thing off-center.

#10 thisisxerxes

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Posted 29 March 2016 - 06:05 PM

I can't believe they added a game mode that is literally "run to the middle and fight"





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