

What If The Dom Point Moved?
#21
Posted 05 September 2017 - 05:20 PM
Changing the objective does not actually change the intelligence of the players involved.
#22
Posted 05 September 2017 - 06:59 PM
InspectorG, on 05 September 2017 - 05:00 PM, said:
I see the appeal.
But what if PGI just somewhat randomized the Dom location and tightened and compensated spawn points in relation?
A small amount of scouting to find it? Role *cough* warfare?
Perhaps, having a single non-moving dom point, that is randomly (or from a pool of possible locations for balance reasons) located and locked in when the gametype and map is selected. Neither team is presented with foreknowledge of the point's location and must find it first (as you said) to begin the timer. Doesn't change the base game too much and allows the use of more of the map's less trodden areas to spice up gameplay a bit.
#23
Posted 05 September 2017 - 08:27 PM
#24
Posted 05 September 2017 - 10:55 PM
Escort doesnt make the Teams move
Domination doesnt make the Teams move
Assault doesnt make the Teams move
Insubordination doesnt make the Teams move
Incubation only makes dirty Clanners...they make the backward IS move...backward...it is too complicated and too one sided anyway...
Only conquest so far made Teams move at least slightly...
Edited by Thorqemada, 05 September 2017 - 10:56 PM.
#25
Posted 05 September 2017 - 11:17 PM
#26
Posted 05 September 2017 - 11:19 PM
I don't know how well it would translate to MWO, but it would probably be both a mess and interesting.
The Teleporting Dom-Point you suggested sounds too much like conquest with more steps.
#27
Posted 06 September 2017 - 12:26 AM
All games without exception are a skirmish with some flavor of "game objective" which turnsout to be meaningless in the pug because players are rewarded way more for killing enemy mechs than sitting in a circle, or capturing points or shooting/capturing the enemy base.
If we want to make the game more interesting, the whole game needs a rework instead.
The ability to respawn would change the game entirely.
Giving mechs their agility back would change the game.
Letting Assaults and Heavies FLY LIKE ARTIC CHEETAS...
The only reason escort doesnt work in the first place is that 1) MWO is esentially a tank sim that is 2) trying to desperately be team fortress 2 without all the re-spawns, agility, or obstacles/buildings to use or be frustrated by.
Honestly.
Either way.
Its all Skirmish with a light garnishing of a pseudo mission objective.
#28
Posted 06 September 2017 - 02:31 AM
#30
Posted 06 September 2017 - 05:16 AM
#31
Posted 06 September 2017 - 07:27 AM
#33
Posted 06 September 2017 - 08:22 PM
Contract bonus for preventing destination acquire and-or for preserving swift winds.
There's a whole lot of ideas, but I don't see them working based upon previous suggestions that they will just move into areas where it's more advantageous to attack the enemy vs attempt to capture and place yourself in a kill zone. What I think would be globally advantageous would be dynamic spawn points.
#34
Posted 07 September 2017 - 03:21 AM
#35
Posted 07 September 2017 - 03:25 AM
They usually chase me...
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