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An Idea To Make Domination More Interesting


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#21 Impyrium

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Posted 07 April 2016 - 03:32 PM

View PostKhobai, on 07 April 2016 - 02:32 PM, said:


domination does not represent variety though. its just another take on skirmish.

deleting skirmish and all skirmish related gamemodes and replacing them with a ticket based respawn gamemode is the best thing that could happen for MWO.


And I agree, a respawn system would considerably open up the possibilities for MWO beyond what this could.

But that's not what this thread was about, it was about taking what we already have and improving it in a reasonable way.

PGI isn't the one to convince about respawns, anyway, it's the rest of the community. I've already tried, I'll leave it to you. Posted Image

#22 Troutmonkey

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Posted 07 April 2016 - 07:34 PM

The timer means literally nothing until the enemy team is dead. It doesn't matter if your timer has been extended to 3:00 if the enemy is dead. Likewise, it won't matter if the enemy reduces their timer to 1s so long as your team lives.

#23 Troutmonkey

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Posted 07 April 2016 - 07:39 PM

View PostDAYLEET, on 07 April 2016 - 11:45 AM, said:

It should be a true King of the Hill, everything else add nothing nor depth or strategies. Get in there and earn points for your team ,no blocking by shooting, no nothing, each member in there earn a point every second for the team and you need 200 points. Lets see whos the strongest and the best, aka the King of the Hill, not the "let the other team expose themselves and shoot them guys we dont need to be in there"

It would be an absolute brawl, but at least it would have slightly more depth. The downside is that killing the enemy would probably still be the best way to win. If only we could have respawns here (just one per person might be enough)

#24 Khobai

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Posted 07 April 2016 - 08:19 PM

domination has no real depth. the gamemode makes absolutely no sense.

what PGI needs to do is look at some battletech scenarios and pull some gamemodes from those scenarios.

battletech doesnt have stupid scenarios where everyone has to pile into a circle in the middle of the map. it has scenarios with actual strategic objectives like scorched earth, depot raid, breakthrough/extraction, convoy defense/assault, base defense/final stand, etc...

those are the types of gamemodes we need.

Edited by Khobai, 07 April 2016 - 08:22 PM.


#25 Naduk

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Posted 07 April 2016 - 08:45 PM

Some nice ideas in here , I'd like to see

The cap zone move when neither teams timer has moved for 30 seconds
Remove secondary objectives that are separate per team
Replace with single objective trucks that move from one side of the map to the other
The team that kills it gets time added
The spawn rate of trucks increases as team timers get low

#26 Prof RJ Gumby

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Posted 07 April 2016 - 11:42 PM

View PostTroutmonkey, on 07 April 2016 - 07:34 PM, said:

The timer means literally nothing until the enemy team is dead. It doesn't matter if your timer has been extended to 3:00 if the enemy is dead. Likewise, it won't matter if the enemy reduces their timer to 1s so long as your team lives.


That's because it is very easy to block the enemy timer with just one sniper or one mech standing in the circle. The timer will mean something if there will be mechanics allowing to trickle down your timer even with enemy on the circle, like having more field bases standing and things like that.

#27 Troutmonkey

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Posted 08 April 2016 - 03:07 AM

View PostProf RJ Gumby, on 07 April 2016 - 11:42 PM, said:


That's because it is very easy to block the enemy timer with just one sniper or one mech standing in the circle. The timer will mean something if there will be mechanics allowing to trickle down your timer even with enemy on the circle, like having more field bases standing and things like that.

Every game I've played has had both teams in the circle. The "shoot to stop timer" thing is rarely ever relevant so removing just that aspect won't fix domination.

#28 Prof RJ Gumby

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Posted 08 April 2016 - 09:16 AM

View PostTroutmonkey, on 08 April 2016 - 03:07 AM, said:

Every game I've played has had both teams in the circle. The "shoot to stop timer" thing is rarely ever relevant so removing just that aspect won't fix domination.

What I meant was that if you destroyed 1 enemy field base with none your bases destroyed (or 2 theirs gone vs 1 yours gone), then your team would have the timer going for you even if both teams stand on the circle, only slower, like 1 "point" per 3 seconds. With 2 bases of advantage, it could be 1 point per 2 seconds. This way you couldn't just stand on the circle to disable any possibility of the reds winning by objectives. You would need to defend your bases too or quickly destroy their bases first.

Edited by Prof RJ Gumby, 08 April 2016 - 09:17 AM.






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