I really like what was done with the Incursion game mode. Its the kind of teamwork driven scenario that this game needs for the sake of variety.
However, limiting players to only one life seems to be an issue. Teams are not required to play to the game mode. In the few games Ive played so far, my team has just wiped out the opposing team, ignored the power charges and then waltzed into the enemy base. There was nothing game wise from stopping us from doing the typical deathball strategy that works for every single game mode currently.
I really feel this needs to be altered. Allow players unlimited lives and respawns so that teams are forced to play to the objective. Otherwise I fear players will just take the more efficient route, Kill Everyone.
Thanks for all the hard work.


Feedback On Incursion
Started by Griffin839, Apr 18 2017 02:30 PM
11 replies to this topic
#1
Posted 18 April 2017 - 02:30 PM
#2
Posted 18 April 2017 - 02:50 PM
I agree, infinite lives would solve the problem as you don't need to have any mech advantage over it. But it could make games very long...
#3
Posted 18 April 2017 - 05:07 PM
NarannCG, on 18 April 2017 - 02:50 PM, said:
I agree, infinite lives would solve the problem as you don't need to have any mech advantage over it. But it could make games very long...
I dont think it would be long at all. Infinite lives makes people play greedy and aggressive. They would die a lot and teams would be encouraged to go after the objective because there is no penalty for doing so. So objectives would get bum rushed and captured fast.
#4
Posted 18 April 2017 - 06:50 PM
Not infinite lives, but as a Faction mode it would have been better with a full drop deck instead of 1 mech per player.
#5
Posted 21 April 2017 - 11:03 PM
I have an Idea:
IF the dropship wuld shoot the base buildings, there would be a real reason to fight for the fuel cells...
IF the dropship wuld shoot the base buildings, there would be a real reason to fight for the fuel cells...
#6
Posted 22 April 2017 - 04:40 AM
The mode needs a base that's worth to be called base:
Stronger walls, an impressive defense-system with more and stronger turrets (HP and weapons) and, most important, more significant bonuses through the Base Towers (the Radar Tower is okay, but the Air Control is completely useless and all of them need a longer duration)
This would make teamwork necessary to damage the field-bases.
Let's be honest: Incursion is either played like Skirmish with damaging one building at the end or it's ending within a few minutes thanks to a base-rush. At the Moment there's no need for Lights to run to the Supply-Points except for the current Event.
Stronger walls, an impressive defense-system with more and stronger turrets (HP and weapons) and, most important, more significant bonuses through the Base Towers (the Radar Tower is okay, but the Air Control is completely useless and all of them need a longer duration)
This would make teamwork necessary to damage the field-bases.
Let's be honest: Incursion is either played like Skirmish with damaging one building at the end or it's ending within a few minutes thanks to a base-rush. At the Moment there's no need for Lights to run to the Supply-Points except for the current Event.
#7
Posted 22 April 2017 - 10:48 AM
each of the suggestions above are good, at least in a half degree
as you already noticed, each of them has however a hole.
The solution is something inbetween those suggestions.
Infinite lifes surely not. A drop deck of 2-4 mechs could be interesting, but is not a neccessity either.
Having just one mech is fine.
But the bases are utherly a joke.
It is not about some epic defense turrets, or tons of turrets.
All that is needed is to SIGNIFICANTLY BOOST BASE HEALTH POINTS.
As long you need just few shots at a base, either turret or mobile base, or wall it kills the whole tactic.
None gonna care about tacticizing, the only tactic will be to rush the base and shoot it as quickly as possible ignoring all enemies.
This is not all that needs to be done however.
This would be enough, if there wouldn't be the Power Cells.
To "force" players of fast mechs to actually head for the cells and bring them back to base needs to be rewarding for them, way more than simply skirmishing.
The rewards should also be significant for the whole team in terms of boost, because as of now, one needs to put too much effort into getting the cells in return for what they get for it. Some radar boost, or w/e else, this is nothing superb.
You don't need it for victory, you don't get any significant bonus from it, and the enemies have not a real reason to care about it either trying to prevent you from getting that P.Cell to your base.
Why would you?
If all you need is just simply rush the base and shoot it down with few shots...
I have probably hit the nail on the head when I used players being "FORCED" to do a specific task.
Instead of skirmishing - what majority wants to do (since they are too lazy to do anything else) they would feel to be forced to do some lame running back and forth for some P.Cells, but they want shoot enemies.
And this goes as well for the heavier/slower mechs, they don't want to shoot walls, and bases, and maneuver, they don't even want to defend the base, no. All that those dumbfuggs want to do is phew phew at other players.
This is the whole problem with all MWO matches. It is not about match type tinkering, it is about the players and their desires.
To find the solution for this, and that way for all the other match types is to find a way how to make the players want playing more tacticaly, more PvE than PvP only.
as you already noticed, each of them has however a hole.
The solution is something inbetween those suggestions.
Infinite lifes surely not. A drop deck of 2-4 mechs could be interesting, but is not a neccessity either.
Having just one mech is fine.
But the bases are utherly a joke.
It is not about some epic defense turrets, or tons of turrets.
All that is needed is to SIGNIFICANTLY BOOST BASE HEALTH POINTS.
As long you need just few shots at a base, either turret or mobile base, or wall it kills the whole tactic.
None gonna care about tacticizing, the only tactic will be to rush the base and shoot it as quickly as possible ignoring all enemies.
This is not all that needs to be done however.
This would be enough, if there wouldn't be the Power Cells.
To "force" players of fast mechs to actually head for the cells and bring them back to base needs to be rewarding for them, way more than simply skirmishing.
The rewards should also be significant for the whole team in terms of boost, because as of now, one needs to put too much effort into getting the cells in return for what they get for it. Some radar boost, or w/e else, this is nothing superb.
You don't need it for victory, you don't get any significant bonus from it, and the enemies have not a real reason to care about it either trying to prevent you from getting that P.Cell to your base.
Why would you?
If all you need is just simply rush the base and shoot it down with few shots...
I have probably hit the nail on the head when I used players being "FORCED" to do a specific task.
Instead of skirmishing - what majority wants to do (since they are too lazy to do anything else) they would feel to be forced to do some lame running back and forth for some P.Cells, but they want shoot enemies.
And this goes as well for the heavier/slower mechs, they don't want to shoot walls, and bases, and maneuver, they don't even want to defend the base, no. All that those dumbfuggs want to do is phew phew at other players.
This is the whole problem with all MWO matches. It is not about match type tinkering, it is about the players and their desires.
To find the solution for this, and that way for all the other match types is to find a way how to make the players want playing more tacticaly, more PvE than PvP only.
#8
Posted 22 April 2017 - 06:50 PM
I have to agree with the other posters, that the critical base elements need to have higher hit values so it will DIScourage bum-rushing the base and trying to knock it down in 30 seconds.
This, in turn should ENcourage players to team-up to achieve Incursion goals.
Peace-All
This, in turn should ENcourage players to team-up to achieve Incursion goals.
Peace-All
#9
Posted 23 April 2017 - 05:04 AM
i think the power cells need to be closer together. they are too far spread out and all it takes is a PB or cheeto to shoot off to the one with noone there
#10
Posted 23 April 2017 - 05:05 AM
I also agree bases are too vulnerable and the task of fuelling them is pointless. Suggestion to address both of these and make Incursion game mode more dynamic is to-
> Only 1 tower generator 'on-line' is needed to power all 3 base towers, but keep all 3 tower generators as option for placing Fuel Cells when base is attacked.
>Only when all tower generators are 'off-line', its then they are vulnerable to damage. Damage can be halted by successfully placing a Fuel Cell.
This would increase base towers longevity and give Fuel Cells a 'defensive value'. Also collecting Fuel Cells would become less mundane task, giving their importance in victory and the need to only fuel 1 tower generator instead of all 3 to 'on-line' base towers.
> Only 1 tower generator 'on-line' is needed to power all 3 base towers, but keep all 3 tower generators as option for placing Fuel Cells when base is attacked.
>Only when all tower generators are 'off-line', its then they are vulnerable to damage. Damage can be halted by successfully placing a Fuel Cell.
This would increase base towers longevity and give Fuel Cells a 'defensive value'. Also collecting Fuel Cells would become less mundane task, giving their importance in victory and the need to only fuel 1 tower generator instead of all 3 to 'on-line' base towers.
Edited by fourex, 23 April 2017 - 06:00 AM.
#11
Posted 23 April 2017 - 08:30 AM
I agree with Norokelt that the rewards should be more significant. I'm new, so don't really know much about balance, but stuff like giving half or 1/4 of the team an immediate artillery strike, giving the powered up team increased damage or increased damage resistance are things that seem like they'd be reward enough to make players be interested in powering their base. It would need to give a significant advantage.
Since I'm assuming that this will be read by PGI, I'll stick this here instead of starting a new thread--the roughneck killing idea would have been good and fun, IMO, if they would have made a roughneck trial mech with a decent loadout available during the challenge, and given an achievement for something like getting kills piloting a roughneck- that way there would be lots of roughnecks out there. Not to mention, people would get to try out the new mech, and more sales might be had because they got to try it.
Also, the kill the guy with the battery challenge might be more completable if you had an opposite one of those, too, like having to get a kill with holding a battery... though that would be kind of weird.
But I like the challenges, they're fun, even if they sometimes arent completable. That really doesnt bother me much. I've gotten about 3 million in money rewarded, and I'll probably get quite a bit from the premium time, as well as the cockpit items and stuff, so I'm pretty happy with it.
Since I'm assuming that this will be read by PGI, I'll stick this here instead of starting a new thread--the roughneck killing idea would have been good and fun, IMO, if they would have made a roughneck trial mech with a decent loadout available during the challenge, and given an achievement for something like getting kills piloting a roughneck- that way there would be lots of roughnecks out there. Not to mention, people would get to try out the new mech, and more sales might be had because they got to try it.
Also, the kill the guy with the battery challenge might be more completable if you had an opposite one of those, too, like having to get a kill with holding a battery... though that would be kind of weird.
But I like the challenges, they're fun, even if they sometimes arent completable. That really doesnt bother me much. I've gotten about 3 million in money rewarded, and I'll probably get quite a bit from the premium time, as well as the cockpit items and stuff, so I'm pretty happy with it.
#12
Posted 24 April 2017 - 06:10 AM
One more bs I have noticed during yesterday while playing Incursion... we had wiped the whole enemy team, and their base was damaged to 50% while ours was intact.
Despite that... we still had to play furthermore, against none but turrets and base...
I mean... WHAT?!
Ever heard about auto-win completion?
I fully understand that if one team is fully wiped but the opposing team has more damaged base, they need to fight, to destroy the enemies base more...
...not that it gives any PvP sense anyways.
Don't take me wrong PGI, I really appreciate this mod introduced, finaly something I was missing which has the CTF feeling,
but you need to hammer out the details which are not working good atm.
Despite that... we still had to play furthermore, against none but turrets and base...
I mean... WHAT?!
Ever heard about auto-win completion?
I fully understand that if one team is fully wiped but the opposing team has more damaged base, they need to fight, to destroy the enemies base more...
...not that it gives any PvP sense anyways.
Don't take me wrong PGI, I really appreciate this mod introduced, finaly something I was missing which has the CTF feeling,
but you need to hammer out the details which are not working good atm.
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