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Incursion Game Mode Public Test Session


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#181 MovinTarget

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Posted 29 March 2017 - 04:10 AM

Perhaps this is an opportunity to build multiple modes that each have some element of incursion (i.e. captire the flag) in qp, but have incursion as the "bringing it all together" meta game mode in fp...?

This way, if someone dives into fp they'd (hopefully) have some comprehension of what to do here.

Edited by MovinTarget, 29 March 2017 - 04:11 AM.


#182 Tsula

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Posted 29 March 2017 - 02:50 PM

View PostBlhurr, on 29 March 2017 - 04:01 AM, said:

The game is a shooting game at its core. All objectives should orbit around that or it will fall apart. The critical decision in every match is simple: Do we murder ball or split and flank?

Designers need to remember that 24 total strangers have to spontaneously organize in 10 seconds or less and this should be easily achievable with any game mode that is offered up.

Begg to differ but this is not a shooting game at it core. thou So many comp and other want it that way.

#183 Wildstreak

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Posted 29 March 2017 - 05:10 PM

View PostBlhurr, on 28 March 2017 - 12:59 PM, said:

Why not coordinate a time?

There's a possibility since Private Match is allowed and so many are not finding matches.

#184 Hydrocarbon

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Posted 30 March 2017 - 05:31 PM

View PostTsula, on 29 March 2017 - 02:50 PM, said:

Begg to differ but this is not a shooting game at it core. thou So many comp and other want it that way.


When all the game modes have 1 victory condition in common, killing all the mechs, then yes it's a shooting game at it's core.

#185 Tsula

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Posted 30 March 2017 - 05:43 PM

View PostHydrocarbon, on 30 March 2017 - 05:31 PM, said:


When all the game modes have 1 victory condition in common, killing all the mechs, then yes it's a shooting game at it's core.

witch is a flaw they glaring overlook.

#186 Lukoi Banacek

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Posted 30 March 2017 - 07:17 PM

View PostTsula, on 30 March 2017 - 05:43 PM, said:

witch is a flaw they glaring overlook.


You say that, but the player base is the reason for it. We gravitate towards the fun of destroying opponents.

If capping held more reward, or felt more immersive, maybe it would force people to decide at the tactical level to fight or cap, but right now in almost all circumstances, it's better to kill first/cap second.

Even on conquest, I'd much rather get a good kill lead and then cap and hold at the end, over trying to scatter and cap out the opponent ESPECIALLY in solo queue where someone undoubtedly has brought a slow-assed DWF or some other mech not suited for the mode (who to be fair, probably didn't vote for conquest to begin with).





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