Dingo Red, on 06 April 2016 - 05:39 PM, said:
Domination, king of the hill, it's a game mode that focuses around a singular point on the map. I think domination gets that bit right. It was always going to be skirmish focused around a singular point, that's the effect of having single-life permadeath.
So PGI got that bit right.
Fortunately what they also started to get right was the idea of having those external objectives.
Unfortunately their timid approach to objective making means that the importance of those objectives just isn't enough to warrant your team doing anything about them. Having your opponents time jump up is... sort of useful, but since it's capped at 1:00 there's no reason to pay them any attention, and by the time the enemy might have capped a little you're well engaged and have better things to do.
Point being- they're just not important enough for a team to say "Hey, someone should flank around and take out those field bases".
Solution- take timid hat off and give them meaningful effects that ensure that if a team decides to go for them they can really, really affect the match. And defending them, or at least being aware of them, is more important for a team.
Some ideas for effects, all separate from each other:
- At the very least, remove the cap! Why shouldn't they push the enemy timer above 1:00?
- Detract from your own timer, like a good 25 seconds or something. So that if a team lets both their bases be taken out, the enemy is very close to a cap win.
- On destruction, add ~20 seconds of 'capture' time to a team. During this 'capture' time, a team is able to bring down their timer even if an enemy mech is in the capture zone or a friendly is shot.
- Spawn a small squadron of attack choppers... oh wait.
Any other ideas? Thoughts? I can only see it being a positive to have something to vary up the game mode, but I've been very wrong before.
Good ideas.
Gamuray, on 06 April 2016 - 08:14 PM, said:
Wait, why not make it so in order to cap, you must take out the enemy field bases? You then must both defend your bases, and attack the enemy's at the same time, then attempt a capture of the point. I'd drop the health of the bases/ cap time of the objective a bit to make it less time comsuming.
I think that would make it very tactical and a bad idea to death ball in some cases.
Good idea too, IMHO the team with more field bases standing should be able to cap even if the enemy is within the circle, only slower (like 1 point per 3 seconds with one field base more, 1 point per 2 seconds with two field bases more).
Seal Farmer, on 06 April 2016 - 11:21 PM, said:
One team decides to defend one spot and kill any of enemy team that splits up ?
Have you played CW? You know how hard it is to defend an immovable object against lights? On pug maps, without corridors, turrets, high HP objectives (mobile bases have like 30-50hp), immovable objectives are as hard to kill as a light mech of a player that disconnected mid-match.
Firstly, you cannot stand in one spot, because there are 2 separate field bases. Secondly, even if you stand in one spot that somehow coveres both, one ERLL/gauss/ppc sniper will destroy your field bases from the safe distance and force you to rush into enemy positions or loose. As in CW, you have to intercept the attacking enemy BEFORE he reaches the objectives, and in open pug maps that enemy can come out from anywhere. Thirdly, standing in one spot makes your team get ripped apart in any pug match.
Edited by Prof RJ Gumby, 06 April 2016 - 11:48 PM.