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Domination Tweaks?


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#21 pyrocomp

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Posted 12 June 2016 - 01:15 PM

View PostBishop Steiner, on 12 June 2016 - 10:30 AM, said:

Uh, no.

It's pretty simple to have a rotating set of locations where the domination point is at, instead of one spot that also happens to coincide with where every brawls in every other game mode to begin with.

mark say...6 different possible domination points per map. And give each team 3 possible spawn point sets. And each match, the MM randomly selects which domination and spawn point.

Not sure what's hard to grasp with this?

Not hard to grasp at all, but you used a forbidden word to proclaim a herecy known as `randomness', hence the reaction.

#22 B L O O D W I T C H

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Posted 12 June 2016 - 02:00 PM

View PostBishop Steiner, on 12 June 2016 - 10:16 AM, said:

which is why I want a dynamic MOVING domination point to at least alternate fighting areas. Because as is, ALL fights on all maps happen in the same 2 squares.


I got that.

But all it does is what?

We currently have clusterf#ck 12v12, clusterf#ck 12v12 with bases, clusterf#ck 12v12 with cap points
and now we also have "get into the darn green zone for a clusterf#ck 12v12"

I don't see why we need a ""get into the darn MOVING green zone for a clusterf#ck 12v12"

That is why i am opposing, i want decentralized combat and NOT enforced centralization, be it stationary or moving.

Edited by LOADED, 12 June 2016 - 02:06 PM.


#23 Afuldan McKronik

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Posted 12 June 2016 - 02:27 PM

View PostLOADED, on 12 June 2016 - 02:00 PM, said:


I got that.

But all it does is what?

We currently have clusterf#ck 12v12, clusterf#ck 12v12 with bases, clusterf#ck 12v12 with cap points
and now we also have "get into the darn green zone for a clusterf#ck 12v12"

I don't see why we need a ""get into the darn MOVING green zone for a clusterf#ck 12v12"

That is why i am opposing, i want decentralized combat and NOT enforced centralization, be it stationary or moving.


More than one location for the domination circle to appear on the map, with different, appropriate spawns based on where the domination circle is.

I.e. moving. Dynamic. Not in the center of the map every single time.

You don't want 12v12 chaos, this is the wrong game for you, in as much as we ALL want something more than that.

It is what we have, and we are putting suggestions together for something else, while we play with what we have. You sound unhappy, try Scouting for a while. It is an interesting mode if attackers dont take all light mechs and squirrel points/smoke dive.





#24 HammerMaster

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Posted 12 June 2016 - 02:41 PM

Absolutely God damned right. Domination circle should NOT BE CENTER. Random. Many times even vet players when put on a different grid I have heard say "Oh heym, I have never seen this part of the map.".

Edited by HammerMaster, 12 June 2016 - 02:42 PM.


#25 Bishop Steiner

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Posted 12 June 2016 - 03:49 PM

View PostAfuldan McKronik, on 12 June 2016 - 02:27 PM, said:


More than one location for the domination circle to appear on the map, with different, appropriate spawns based on where the domination circle is.

I.e. moving. Dynamic. Not in the center of the map every single time.

You don't want 12v12 chaos, this is the wrong game for you, in as much as we ALL want something more than that.

It is what we have, and we are putting suggestions together for something else, while we play with what we have. You sound unhappy, try Scouting for a while. It is an interesting mode if attackers dont take all light mechs and squirrel points/smoke dive.



also, with a half dozen domination points, some won't happen around good cover, forcing people to rethink breathtaking up the middle. Even better.... Have the domination point not show up on the map til someone on your team sees it. Force some minor scouting

#26 HammerMaster

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Posted 12 June 2016 - 03:53 PM

It was great to have a new mode. Center all maps made it stagnate as fast as it was new. Trash mode completely in Therma also. THERE HAS TO BE someway to not use that hot hole.

#27 dario03

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Posted 12 June 2016 - 04:24 PM

I think it needs a total rework. Keep the theme but change most of it to promote holding the circle while also attacking/defending other parts of the map. I have some of my ideas detailed in another thread.

http://mwomercs.com/...ork-suggestion/

#28 TheArisen

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Posted 12 June 2016 - 05:04 PM

The dynamic circle & spawn idea that Bishop mentioned would be great. I'd also add that the circle could be bigger or smaller depending on the map & location.

#29 Aeon Veritas

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Posted 13 June 2016 - 03:55 AM

This is what I wrote in the Viridian Bog: Feedback And Thoughts Topic.
Hopefully the whole topic will be recognized as this is one of a few where a dev actually asks for feedback...

View PostAeon Veritas, on 08 June 2016 - 01:31 AM, said:

It's more of a general feedback/suggestion regarding all maps (and game modes).

It would be realy nice if it was possible to have like 2-3 different setups for the spawn and objective locations.
Those setups should be randomly selected like the daytime after the map+game-mode voting is done.

And form a aesthetically point of view, could it be possible to not have always the map surrounded by cliffs?
I understand that you don't want the player to wander out of the boundaries but I think the mini-map and the big red warning should be enough to understand that one shouldn't go that way.
Maybe it is possible to do something like they did in Battlefiel 2?
IIRC there they had one map and depending on player limit the boundaries varied (I think it was 16, 32 and 64 Players) the more players the bigger the playable area.
What I want to propose is that you build one realy big map and then just limit the playable area with the boundaries.
Like the first setup of spawn and objectives utilizes the south of the map, the north isn't enterable becaust it is out of boundaries.
The second Setup utilizes the north-east and the third the middle.

I think this would widely increase the diversity.

Edited by Aeon Veritas, 13 June 2016 - 03:59 AM.


#30 PhoenixFire55

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Posted 13 June 2016 - 05:13 AM

Timer should not stop if mechs standing within the circle are taking fire. You want to stop the countdown, you gotta step inside yourself.





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