fat4eyes, on 26 March 2017 - 04:56 PM, said:
The thing is, if you disallow light raids from being viable, combat will be purely attritional, and attritional combat favors the defense. And when the defense is the 'best' strategy, people will camp, and that is boring. There has to be viable strategies other than camping your base, and light raiding should be one of those.
Cyrilis, on 26 March 2017 - 10:50 PM, said:
What about the following anti camping mechanic:
make the towers active by default with a x minute countdown. If the timer runs out, the tower is deactivated an cannot be reactivated.
Thus, if people want the base defense to be active, they must leave the base in order to get powercells.
on the other side... this could turn into another skirmish situation.
On objective based combat. It is ok to have a war of attrition in a gamemode. Conquest is an excellent mode for objective based fighting. But even there, killing half of the enemy makes it much harder for them to win. It means surviving is a virtue and yolo'ing is vice. Again, that is good. On many of the maps where conquest becomes deathball skirmish, the reason is not because the gamemode is broken. It is because the total cap number is designed to work on mining collective on polar highlands. Importantly, deathballing works much better on the small map and much worse on the large ones.
We want a gamemode to normally:
1) forces map control.
2) have an objective that requires implementing a strategy that makes the first priority something other than kill mechs.
3) have the goals of the mission aided by killing mechs.
Obviously, the team with more players should outdo the other. This is normally the case in conquest. But there are checks to this. I think we can have some good ones in this new mode.
On incursion. As I see it, I think PGI wanted a struggle over the battery points between the lights, then a battle over the control of the battery points by the heavies, followed by a base attack. Unfortunately, this was not well implemented as 2/3 of the base towers are only useful if you are camping. I have argued in other threads that we need stronger bases that are powered by the batteries. The jammer should activate LRM turrets that can use radar data. The ACT should also power up say, large laser turrets. The point is powering the base should make, the base very strong. This means that we have to fight it out to control the battery point. Read: people need to get out of the base to control those points. @Cyrilis This is where I agree with you 100%. Now I also think that there needs to be more of a strategic cost balance. This is why I am pushing for assym maps (
https://mwomercs.com...ric-map-layout/ ). By splitting the objectives to the side it creates a balancing question. Committing too many forces to control the batteries leaves too few to defend the most direct attack lane at the base and vice versa.
Ideally, gaining a fully powered base allows team with more mechs to attack, or it could allow a weaker team to hold off the attack of a larger group. It incentivizes leaving the base and controlling the map.
Edited by Cato Zilks, 27 March 2017 - 12:14 PM.