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Domination Major Rework Suggestion

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#1 dario03

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Posted 12 June 2016 - 12:02 PM

So I’ve played the Domination mode plenty now and while it is different from the other modes I don’t think it is as good as it could be. I’ve seen plenty of suggestions like making the bases mobile or at least spawning in other locations, or making it so destroying bases takes time off of your teams counter and I think any of those would be good. However I still think any of those would still leave us with a mode that is best played like skirmish where you group up in the good old ball of death and kill the enemy, only difference being that you kill the enemy in a marked spot of the map.

What we need is for the mode to promote play that isn’t death ball while at the same time doesn’t make avoiding the enemy be the best strategy. So my suggestion is that we keep dominations theme but rework most of it. I’ve thought of a few ways this could be done but I think the best would be something along the lines of

-Change time to tickets/points like in conquest (this isn’t actually necessary I just think it would be better)

-Make it so that reaching a certain number of points either counting up or counting down wins the game. (Will be using counting up for these examples.)

-Being in the circle gives your team points, it doesn’t matter if the enemy is in the circle or if you are being shot your team still gets points.

-However your team has a limit on how many mechs actually gain points at a time. So you could send your whole team into the circle to fight but you won’t get points faster.

-Increase the number of mobile bases and spread them out across the map. Have some able to be hit from the circle and some require you to move a decent ways away from the circle to hit.

-Destroying the bases increases the rate at which your team caps. (Maybe require one base to be destroyed before capping can start.) (So a team with less mechs in the circle but with more bases destroyed could be capping faster.) (I think increasing your teams is better than decreasing the enemy teams.)



The exact numbers for everything would need to be tested but for example we could do something like

-2000 points to win
-Each mech gives 1 point per second.
-4 mech cap limit
-4 mobile bases per team. 2 near the circle, 2 not near.
Destroying a base increases your team mech's cap power by 1x.
-0 bases destroyed = 0x
-1 base destroyed = 1x
-2 bases destroyed = 2x
-3 bases destroyed = 3x
-4 bases destroyed = 4x


So if your team only destroys one base it would take over 8 minutes to cap. But if you spread out a bit and destroy all the bases then it would take just over 2. But of course spreading out runs the risk of some mechs getting ran over. So you would have to use strategy and find the right balance of splitting up and sticking together, and where to attack. And we could add in some other things as well like

-Add in the often suggested different spawn points for the cap and bases and maybe make them mobile.

Destroying the bases could also have other effects.
-Bases could be generating points as well so destroying them stops the enemy from getting those.
-Increase the size of the circle for your team.
-Bonus points added to your team.
-Allow more mechs to cap.


I think something like this would work good for domination. Would probably also be good for a CW mode with respawns too. But what do you guys think? Is this the right direction to take Domination in? Anything you would add? Take out? Want to suggest something simple like a different amount of points or cap speed?

Edited by dario03, 12 June 2016 - 12:08 PM.






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