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What If The Dom Point Moved?


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#1 JC Daxion

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Posted 05 September 2017 - 11:52 AM

I was reading an article about the new mount and blades combat and saw this little gem.

"Victory is hinged on one of two outcomes: killing your enemy outright, or capturing three flags that constantly switch position so as to encourage movement around the map."



It got me thinking, What if the Dom point moved during the match. say it moves 3-4 times, with 6-8 total possible locations for it to move to.

It could lead to new strats during the game. Like take out fast mechs first as it would make it harder for them to get to the moved points. It could also spread the team out a bit, to try to get the jump on the next location.

How long it takes could be a random window time frame so it didn't always move at say 5 mins for example.


Up side, would be move movement on the map, and fighting over different locations.

Edited by JC Daxion, 05 September 2017 - 11:53 AM.


#2 Foxfire kadrpg

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Posted 05 September 2017 - 01:08 PM

Honestly? I don't think it would matter too much. Your average* player is going to move toward the point until contact, and then continue to seek targets and react to fire like normal*. Having a moving domination point might introduce players raging near the end of the game with "GET THE F in the CIRCLE!" when tunnel vision has set in.

* Purely Foxfire's definition.

#3 BumbleBee

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Posted 05 September 2017 - 01:08 PM

Anything to fix that gaddamn gamemode.

Nothing is more boring than Domination, especially on Grim

#4 N0ni

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Posted 05 September 2017 - 01:18 PM

As much as i would like a moving point, i believe it'd just end up two teams hunkered down on opposite ends fighting over the first point... when it moves one team would murderball into the other and win. In solo, you would hope to god you're not on the team that splits off to the next point while the other team rushes you with all 12 (soon to be 8).

King of the Hill (which is basically this) as much as i love it, it only really works in games with respawns like Halo or Gears, etc.

Previous Mechwarrior titles had respawns and did a good job with multiplayer game types (stealth Raven flag rushes anyone?), i just don't see that happening with MWO.

#5 TLBFestus

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Posted 05 September 2017 - 01:23 PM

This idea, or my version where the circle "drifts slowly around the map, has been around since the first day domination appeared.

PGI knows about it, but being a player idea pretty much kills it in their eyes. I don't think they like it when the player base has a good idea.

#6 Tarl Cabot

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Posted 05 September 2017 - 02:35 PM

View PostTLBFestus, on 05 September 2017 - 01:23 PM, said:

This idea, or my version where the circle "drifts slowly around the map, has been around since the first day domination appeared.

PGI knows about it, but being a player idea pretty much kills it in their eyes. I don't think they like it when the player base has a good idea.

Basically, a communication/command vehicle that is centered in the circle (make circle larger) and as the vehicle moves so does the circle. Make it do a figure 8, circular, etc type pattern. Vary the pattern, have the vehicle either keep moving or stop at intervals for x amount of time.

Edited by Tarl Cabot, 05 September 2017 - 02:39 PM.


#7 Quicksilver Aberration

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Posted 05 September 2017 - 02:37 PM

Once the the two sides are entrenched in an engagement, moving the dom point becomes pretty pointless because it becomes skirmish at that point as disengaging to chase the dom point would just see you get pushed and focused down, that or it comes down to a light fight to determine the victor (since a light would most likely be the one to chase the point and if you lose that light, you HAVE to chase the point or lose to a cap). In other words it would make domination worse.

Edited by Quicksilver Kalasa, 05 September 2017 - 02:38 PM.


#8 JC Daxion

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Posted 05 September 2017 - 02:47 PM

View PostQuicksilver Kalasa, on 05 September 2017 - 02:37 PM, said:

Once the the two sides are entrenched in an engagement, moving the dom point becomes pretty pointless because it becomes skirmish at that point as disengaging to chase the dom point would just see you get pushed and focused down, that or it comes down to a light fight to determine the victor (since a light would most likely be the one to chase the point and if you lose that light, you HAVE to chase the point or lose to a cap). In other words it would make domination worse.



I dunno.. It would depend on how far it moved, and where.. Obviously some maps would be better than others..

I dunno about you, but i get so bored of walk to the same spot and fight every dom match.


Though even different start locations would be a great start.

#9 Quicksilver Aberration

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Posted 05 September 2017 - 02:48 PM

View PostJC Daxion, on 05 September 2017 - 02:47 PM, said:

I dunno.. It would depend on how far it moved, and where.. Obviously some maps would be better than others..

I mean if it doesn't move enough to change the shape of the battle then what is the point of it moving in the first place?

#10 Tarl Cabot

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Posted 05 September 2017 - 02:48 PM

View PostQuicksilver Kalasa, on 05 September 2017 - 02:37 PM, said:

Once the the two sides are entrenched in an engagement, moving the dom point becomes pretty pointless because it becomes skirmish at that point as disengaging to chase the dom point would just see you get pushed and focused down, that or it comes down to a light fight to determine the victor (since a light would most likely be the one to chase the point and if you lose that light, you HAVE to chase the point or lose to a cap). In other words it would make domination worse.

I could see that being an issue if the point SKIPPED around instead of slowly being moved around a set area.

#11 Quicksilver Aberration

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Posted 05 September 2017 - 02:58 PM

View PostTarl Cabot, on 05 September 2017 - 02:48 PM, said:

I could see that being an issue if the point SKIPPED around instead of slowly being moved around a set area.

It really doesn't matter, if keeping with the slowly moving point puts you into a bad tactical position then it doesn't matter. There lies the problem with moving the point, certain movements could easily benefit certain sides which creates a balance problem.

#12 Prototelis

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Posted 05 September 2017 - 03:14 PM

Would prefer it start out as a HUGE bubble that slowly shrinks over the course of the match to force some sort of confrontation.

#13 JC Daxion

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Posted 05 September 2017 - 03:45 PM

View PostQuicksilver Kalasa, on 05 September 2017 - 02:48 PM, said:

I mean if it doesn't move enough to change the shape of the battle then what is the point of it moving in the first place?



Bog, crimson, river city.. these maps it could move 400-500m and really change up how the match plays out.. Start it at say one side, move to citadel, then move into the city, then up to the air feild for example.. Bog has lots of places to move that both sides could have cover.. Crimson, it could move down the city lines for example

#14 AncientRaig

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Posted 05 September 2017 - 04:21 PM

View PostN0ni, on 05 September 2017 - 01:18 PM, said:

As much as i would like a moving point, i believe it'd just end up two teams hunkered down on opposite ends fighting over the first point... when it moves one team would murderball into the other and win. In solo, you would hope to god you're not on the team that splits off to the next point while the other team rushes you with all 12 (soon to be 8).

King of the Hill (which is basically this) as much as i love it, it only really works in games with respawns like Halo or Gears, etc.

Previous Mechwarrior titles had respawns and did a good job with multiplayer game types (stealth Raven flag rushes anyone?), i just don't see that happening with MWO.

That basically sums up all of the non-skirmish game modes in MWO. Great for games with respawns, terrible for single-life games. It's hard to focus on objectives in a "one and done" game because once contact is made, all firepower needs to be at the front. The outcome of a game is often determined by which side loses a mech first.

#15 Quicksilver Aberration

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Posted 05 September 2017 - 04:39 PM

View PostJC Daxion, on 05 September 2017 - 03:45 PM, said:

Start it at say one side, move to citadel, then move into the city, then up to the air feild for example.. Bog has lots of places to move that both sides could have cover.. Crimson, it could move down the city lines for example

Maybe in PUGs that's how it would play out (because PUGs are disorganized), but in group queue and comp it would not play out anything like that because it isn't just cover you need, it is a strong position that you are moving to that is the main goal, and without that you still have a tactical disadvantage.

Edited by Quicksilver Kalasa, 05 September 2017 - 04:40 PM.


#16 JC Daxion

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Posted 05 September 2017 - 04:45 PM

View PostQuicksilver Kalasa, on 05 September 2017 - 04:39 PM, said:

Maybe in PUGs that's how it would play out (because PUGs are disorganized), but in group queue and comp it would not play out anything like that because it isn't just cover you need, it is a strong position that you are moving to that is the main goal, and without that you still have a tactical disadvantage.



I thought comp was conquest?

#17 Quicksilver Aberration

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Posted 05 September 2017 - 04:54 PM

View PostJC Daxion, on 05 September 2017 - 04:45 PM, said:

I thought comp was conquest?

MRBC and comp play have been, but EmP tested domination with their own tournament. After having played domination in a comp league, I can say that this would not work like you expect.

#18 InspectorG

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Posted 05 September 2017 - 05:00 PM

View PostJC Daxion, on 05 September 2017 - 11:52 AM, said:

I was reading an article about the new mount and blades combat and saw this little gem.

"Victory is hinged on one of two outcomes: killing your enemy outright, or capturing three flags that constantly switch position so as to encourage movement around the map."



It got me thinking, What if the Dom point moved during the match. say it moves 3-4 times, with 6-8 total possible locations for it to move to.

It could lead to new strats during the game. Like take out fast mechs first as it would make it harder for them to get to the moved points. It could also spread the team out a bit, to try to get the jump on the next location.

How long it takes could be a random window time frame so it didn't always move at say 5 mins for example.


Up side, would be move movement on the map, and fighting over different locations.


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?

#19 JC Daxion

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Posted 05 September 2017 - 05:11 PM

View PostQuicksilver Kalasa, on 05 September 2017 - 04:54 PM, said:

MRBC and comp play have been, but EmP tested domination with their own tournament. After having played domination in a comp league, I can say that this would not work like you expect.




Well in comp, with conquest, the matches i watched didn't seam to be about the death ball. There was always lots of movement on the matches too. So not sure why this would be much different.

I am sure play would adjust to give tactical retreats, or pull out to the new dom location no? I dunno.. Just trying to think of anything to make the mode better. It's by far my least favorite mode.. So much camping, Makes me happy we have airstrikes :P

#20 Quicksilver Aberration

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Posted 05 September 2017 - 05:17 PM

View PostJC Daxion, on 05 September 2017 - 05:11 PM, said:

Well in comp, with conquest, the matches i watched didn't seam to be about the death ball. There was always lots of movement on the matches too. So not sure why this would be much different.

Different modes force different movements. Skirmish doesn't play out like conquest for obvious reasons (you have no reason to not camp). Domination generally either works with pushes or by control. With control decks, you are controlling the area around the circle to ensure that if they make any sort of movement you can react, having to adjust your line to go with the moving point would make that style of drop dec impractical because terrain is not always forgiving of that setup, having to adjust like that on the fly when the circle may in fact lead to a bad piece of terrain.





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