

What If Domination Had More Than One Capture Point?
#1
Posted 12 August 2017 - 09:07 AM
How do you think that'll work out on QP?
#2
Posted 12 August 2017 - 09:22 AM
Lets say they do as you suggest and add 3 extra dom points for a total of four. You start the match with a full alpha lance of one light and three mediums. The enemy starts alpha with a full alpha lance of four lights all of which decide on the load screen to split up and go to the dom points. how do you prevent them from winning within in a minute or two when your fastest light can only get to one dom point?
Dom as it now it's still too easy to just kill the enemy team and not care a whim if/when they blow up the two alpha and beta gens. 30 seconds added to the timer won't do much once most your team is dead. Often I've had to blow it up myself as a fast the light on frozen valley since the enemy light has the timer already down to 40 at 13:xx on the match timer with the closest ally mech trying to ridge snipe just outside the circle.
Only three things can improve dom mode. 1. Increase the timer so fast lights can't win it before most the team can walk off spawn. 2. Make the gens fully reset the timer and add 30 seconds to it. 3. Move dom so it doesn't heavily favor the side that gets the better spawn.
#3
Posted 12 August 2017 - 09:25 AM
Edited by Rovertoo, 12 August 2017 - 09:37 AM.
#4
Posted 12 August 2017 - 09:32 AM
One central area is fine, they just need to make the points are located in an area with terrain and equidistance from both spawn points.
There should probably be a 2min countdown timer as well before the area goes active to prevent a slow team from being outcapped before they can get to the fight.
#5
Posted 12 August 2017 - 11:22 AM
Same spot every time is boring, make it some kind of mobile, roving base that sets up in one of the predetermined locations the first minute and then starts to broadcasts the circle of dominatrix.
Edited by Revis Volek, 12 August 2017 - 11:22 AM.
#6
Posted 12 August 2017 - 11:36 AM
Black Fish, on 12 August 2017 - 09:07 AM, said:
How do you think that'll work out on QP?
Just change the game mode such that drop zones and the circle are dynamic instead of always being at the same locations.
Then get rid of "Skirmish". It really has no point anymore after such a change.
#7
Posted 12 August 2017 - 11:40 AM
#8
Posted 12 August 2017 - 12:00 PM
Ruar, on 12 August 2017 - 09:32 AM, said:
One central area is fine, they just need to make the points are located in an area with terrain and equidistance from both spawn points.
There should probably be a 2min countdown timer as well before the area goes active to prevent a slow team from being outcapped before they can get to the fight.
like Conquest punishes slower mechs, if Dom had 2 points it would do well to split up the team,
Teams could use this to their advantage 2-3 lights to lock down one point wail the team pushes to another,
often slow mechs get to the center of maps well enough, so it they are spread out slightly their shouldnt be a problem,

#9
Posted 12 August 2017 - 12:14 PM
Ruar, on 12 August 2017 - 09:32 AM, said:
One central area is fine, they just need to make the points are located in an area with terrain and equidistance from both spawn points.
There should probably be a 2min countdown timer as well before the area goes active to prevent a slow team from being outcapped before they can get to the fight.
I agree on the timer
evilauthor, on 12 August 2017 - 11:40 AM, said:
The idea is to have multiple points close by, not so far apart, so the 'hill' is split
JediPanther, on 12 August 2017 - 09:22 AM, said:
Lets say they do as you suggest and add 3 extra dom points for a total of four. You start the match with a full alpha lance of one light and three mediums. The enemy starts alpha with a full alpha lance of four lights all of which decide on the load screen to split up and go to the dom points. how do you prevent them from winning within in a minute or two when your fastest light can only get to one dom point?
Ok, so let's say there is a timer before you can start 'capping resources' and you can only cap at a certain speed, so if 1 team controls 2 areas while the other 1 both times goes down the same speed.
Or what if each of the areas had x points to cap, at 1 per second like now, but the match is decided by total amount of points capped at the end. So once an area is depleted it is no longer active and you can move to the next one - this would give an advantage to the team that split up and give lights a more prominent role (kind of how some conquest games goes where light and fast meds sweep cap points while engaging the enemy's lance).
This way you are forced to play the mode (like in conquest, which is the only mode people seems to like after deathmatch)
Yes this is starting to look like conquest, but hey that's about the only mode that actually offer something other than deathmatch, so why not take the principal and apply it in a different manner so that the mode is essentially very different...
EDIT - As a side note if we take Andi's example and add spawn points on E3 and C5 this would allow faster mechs to go to the further point and thus making the coordination of the team more intuitive
Edited by Black Fish, 12 August 2017 - 12:17 PM.
#10
Posted 12 August 2017 - 01:07 PM
Black Fish, on 12 August 2017 - 12:14 PM, said:
If they're close by, doesn't that defeat the anti-Death Ball notion? The optimal tactic would become Death Ball to Point A then move on to Point B. Anyone trying to split up to get both A and B at once are going to be defeated in detail.
#11
Posted 12 August 2017 - 01:11 PM
#12
Posted 12 August 2017 - 02:29 PM
Andi Nagasia, on 12 August 2017 - 12:00 PM, said:
Teams could use this to their advantage 2-3 lights to lock down one point wail the team pushes to another,
often slow mechs get to the center of maps well enough, so it they are spread out slightly their shouldnt be a problem,

As far as I am concerned, the best kind of "domination" mode is one in which bitter and desperate fighting happens at just one place, where you try to kick the enemy out and make sure they stay out.
#13
Posted 12 August 2017 - 02:38 PM
why one make it not like a base rush
heavye laser turrets
Edited by Dave warrior2, 12 August 2017 - 02:42 PM.
#14
Posted 12 August 2017 - 02:42 PM
And we already have conquest which is far superior to domination anyway. Because conquest doesnt force you to stay at the cap points after youve capped them.
Edited by Khobai, 12 August 2017 - 02:52 PM.
#15
Posted 12 August 2017 - 02:45 PM
and jade falcon
Edited by Dave warrior2, 12 August 2017 - 02:46 PM.
#16
Posted 12 August 2017 - 03:21 PM
#17
Posted 12 August 2017 - 03:25 PM
#18
Posted 12 August 2017 - 03:39 PM
#19
Posted 12 August 2017 - 03:56 PM

#20
Posted 12 August 2017 - 05:17 PM
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