Alistair Winter, on 19 April 2016 - 01:39 PM, said:
I mean, there are ways to kind of fix this, I guess. You could do things to force people to spread out and cap more. But would that really be fun for MWO? The game is so shallow, it's basically designed around deathmatches. Making people spread out to hunt for easter eggs on huge maps may not be terribly exciting.
So maybe PGI didn't fail. Maybe Russ wanted another "just brawl bro" game mode and it is working as intended. And the whole intel beacon aspect is just a little razzledazzle for Faction warfare scoring, makes it easier to determine when the 12v12 matches get satelite sweeps, long toms, etc.
The more I think about it, the more convinced I am that this is exactly what they wanted.
Or they wanted something else, but couldn't come up with a design that really
worked. Don't kid yourselves, given how MWO plays, it's hard to add truly objective based game modes that aren't going to be easily solved by just smashing the other robots.
This isn't something that's easy to fix.
So, given that, maybe it's just:
PGI settled with another game mode that, while fundamentally skirmish, has a bunch of New Shinies and if nothing else will tend to play out differently than other game modes (even if still basically skirmish), but that focuses ONLY on lights and mediums, so ideally some of those lesser used chassis can stretch their legs a bit.
Now, I understand that at more competitive levels, the list of "viable" chassis is going to get small, but that's inevitable. At least it's a mode where Lights and Mediums can play on a Light and Medium only field.
So, yeah, I don't necessarily think it's what they *wanted*, but rather still what they intended.