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What If Domination Had More Than One Capture Point?


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#21 Calcite

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Posted 12 August 2017 - 05:20 PM

whhat ffu is. zulaman

#22 ocular tb

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Posted 12 August 2017 - 07:33 PM

It wouldn't be just like conquest. If Domination had another circle, I think it would make the mode more interesting and would probably make it better. This was an idea I had about a week ago.

DOMINATION

I think if Domination had a second circle placed further away on the map it would be more interesting. That way it could split up the teams somewhat. If it ends up being completely ignored by both teams then it's just like normal Domination. But if a fast mover managed to get there and got the timer to start counting down, that could force the other team to respond. If you control both circles the counter goes twice as fast, if you control one it counts normally, and if each team controls one, then they both count down normally. The downside could be if one team splits and the other doesn't. I guess the team that didn't split could push and overrun the other team but I'm not sure if it would happen all that often. Not sure if it would happen anymore than it currently does in any other game mode where one team is down a few mechs. Plus they probably wouldn't know the extent to which the team is split since the counter doesn't speed up with more mechs in the circle like it does in assault or conquest.


Another simple change would just be the circle location. Currently the Domination point tends to be in a central location. Even just changing the location of it from match to match could make it better. And if there were two circles, they could both be in obscure locations, or have one centrally located and the other off on some far away part of the map. And for those that want scouting to be more meaningful, you could make it so it doesn't show up on the map or have the "P" on the HUD compass. Make scouts go out and find it. And if they do find the circles and the Alpha and Beta mobile field bases (MFB) they could then be displayed on the map and compass of their team with a scoring and monetary bonus for doing so. That wouldn't be too much of a problem on a map like Canyon, but on a larger map like Alpine or Polar it could really add more need for good scouting. As it is now though, it just confines the fight to one location and it essentially plays like Skirmish but in a smaller part of the map. I think any of the above would be easy to do and would help make it less stagnant. Adding all of the above would be best I think.


TL/DR: Have two domination circles that change locations from match to match and don't show up on the map or HUD compass until they are found by a friendly mech. Scouts from both teams would have to go out and look for them and both would have to be fought over. Would help breakup the deathball and adds a little more complexity to a pretty stagnant and redundant game mode.

Edited by ocular tb, 12 August 2017 - 07:34 PM.


#23 Ruar

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Posted 13 August 2017 - 09:56 AM

View Postocular tb, on 12 August 2017 - 07:33 PM, said:

It wouldn't be just like conquest. If Domination had another circle, I think it would make the mode more interesting and would probably make it better. This was an idea I had about a week ago.

DOMINATION

I think if Domination had a second circle placed further away on the map it would be more interesting. That way it could split up the teams somewhat. If it ends up being completely ignored by both teams then it's just like normal Domination. But if a fast mover managed to get there and got the timer to start counting down, that could force the other team to respond. If you control both circles the counter goes twice as fast, if you control one it counts normally, and if each team controls one, then they both count down normally. The downside could be if one team splits and the other doesn't. I guess the team that didn't split could push and overrun the other team but I'm not sure if it would happen all that often. Not sure if it would happen anymore than it currently does in any other game mode where one team is down a few mechs. Plus they probably wouldn't know the extent to which the team is split since the counter doesn't speed up with more mechs in the circle like it does in assault or conquest.


Another simple change would just be the circle location. Currently the Domination point tends to be in a central location. Even just changing the location of it from match to match could make it better. And if there were two circles, they could both be in obscure locations, or have one centrally located and the other off on some far away part of the map. And for those that want scouting to be more meaningful, you could make it so it doesn't show up on the map or have the "P" on the HUD compass. Make scouts go out and find it. And if they do find the circles and the Alpha and Beta mobile field bases (MFB) they could then be displayed on the map and compass of their team with a scoring and monetary bonus for doing so. That wouldn't be too much of a problem on a map like Canyon, but on a larger map like Alpine or Polar it could really add more need for good scouting. As it is now though, it just confines the fight to one location and it essentially plays like Skirmish but in a smaller part of the map. I think any of the above would be easy to do and would help make it less stagnant. Adding all of the above would be best I think.


TL/DR: Have two domination circles that change locations from match to match and don't show up on the map or HUD compass until they are found by a friendly mech. Scouts from both teams would have to go out and look for them and both would have to be fought over. Would help breakup the deathball and adds a little more complexity to a pretty stagnant and redundant game mode.


That could work for FP or team matches, but standard QP is asking a lot with just one circle. Having two would just make the majority of matches not worth playing because the majority of teams can't coordinate. See Escort mode for proof to that statement.

Moving the domination point around would be interesting, but it would need to show up on the map to give the slow mechs a chance to be in the fight. In the end the spawn points would be known and it would be trivial to scout them out anyway.

#24 AssaultPig

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Posted 13 August 2017 - 09:59 AM

I mean, you're basically describing conquest: more points, and capturing more points takes more time off the timer.

I think assault with two points (bases) that have to be controlled at the same time might be interesting though

#25 Methanoid

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Posted 13 August 2017 - 10:00 AM

View PostJediPanther, on 12 August 2017 - 09:22 AM, said:

Fast lights that spawn closest would win it before 100 toners even get out of their spawn knowing how well pgi fixes things.


its already common for 1 team to get the timer down to 30ish b4 the other sides badly positioned and potentially slow *** lights get in to block the timer.

#26 MadRover

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Posted 14 August 2017 - 08:34 AM

View PostBlack Fish, on 12 August 2017 - 09:07 AM, said:

Suppose you make the one we have now smaller, and add another one or two, not far from each other so it's basically the same area, but since there are 3 you can actually make more use of strategy to take points off the timer...
How do you think that'll work out on QP?



We call that Conquest then. I've always seen "domination" as more of a King of the Hill game mode and honestly needs to be renamed to King of the Hill.





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