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Streamlined And More Impactful Objectives In Gamemodes


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#1 Livaria

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Posted 19 April 2017 - 08:49 AM

We want objectives to matter, but we also want to fight enemy mechs while we're at it. So I'm going to propose solutions that are as straightforward as possible. All we need is to do is make each of our objectives equally important as the annihilation of the enemy team.

Hopefully we can ensure that there is a good balance between the objective and fighting against the enemy. To do this; we make winning though objectives a much faster process then it is now. The end result should be that players need to fight over their objectives.

That is all for now. I will continue to update as I receive informative feedback.

Conquest:

- Greatly increase the rate that a team can accumulate resources so that an enemy team can win a game in an estimated 1 to 1.5 minutes if all points are held.

- Players are unable to own any points until 3 minutes have passed. This is to ensure that the game doesn't end too quickly.

- Reduce the amount of capture points from 5 to 3.

- Place the capture points distantly from player drop locations.


Domination:

- Set the amount of time it takes to capture the HPG to an estimated 35 seconds.

- Players are unable to contest for the HPG until 3.5 minutes have passed. This is to ensure that the game doesn't end too quickly.

- Position the HPG distantly from both teams.



Incursion:

- The travel distance between both bases should be closer together. (the exact distance should be varied for each map and is up for discussion.)

- Fuel cells that are retrieved shouldn't have to be taken back to base by the player. They have to cover a lot of distance and get separated from the group.

*Instead I think it's much more interesting for players defend small convoys at certain time intervals (Such as every increment of 3.5 minutes).* The type of tower benefits that a team recieves will depend on how much of the convoy survives.*

Edited by Livaria, 19 April 2017 - 08:56 AM.






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