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How To Spice Up Domination


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#1 John Stryker

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Posted 23 October 2017 - 05:52 PM

A simple way to make this mode more variable would be to have up to 5 possible domination points per map. That way at least its not alway go to x#, do y strategy depending on whch side you start on. Any other ideas?

#2 Bombast

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Posted 23 October 2017 - 05:58 PM

Considering the season, there's only one way to spice up Domination.

Posted Image



#3 JediPanther

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Posted 23 October 2017 - 06:08 PM

here's a few ideas:

1. Make it so a very fast alpha lance of lcts or lct speeds can cap the dom mode before beta and charlie can get out of spawn grid. just love being in my uber fast 54kph 100toner and watch the timer go down wondering wtf the fast movers are doing.

2. Make it so both side have even amount of cover. No way am I in a light going into dom point while the rest of 'the team' snipes from out side the point as i become free kill to enemy snipers.

3. Make blowing the alpha/beta gens worth the effort. so it adds 15 seconds big deal. If you spawned with a slow one vs fast one the faster team probably knocked off 20-35 seconds before half your slow team even saw an enemy mech.

4. Randomize the dom point and/or make more than one that can be captured one at a time preventing alpha from spreading out on spawn and winning by time out. so dull following the same old go to grid x and fire at enemy.

#4 El Bandito

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Posted 23 October 2017 - 06:21 PM

Easiest way to do it is to have 4 generators (with boosted health), each reduces total domination count down by 25%. Which means if you can destroy the opposing team's generators, you can win. This will help to spread out the fight.

#5 Khobai

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Posted 23 October 2017 - 06:23 PM

I think there should be 3-5 possible domination locations

and the location should change every 3 minutes

that would force teams to reposition to a new location

kindve like conquest but instead of 5 objectives thered be 1 objective that moves around

Quote

Easiest way to do it is to have 4 generators (with boosted health), each reduces total domination count down by 25%. Which means if you can destroy the opposing team's generators, you can win. This will help to spread out the fight.


thats not really domination though. thats just destroy the other teams generators and win.

thats even worse than skirmish IMO.

Edited by Khobai, 23 October 2017 - 06:27 PM.


#6 BlackDeathLegion

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Posted 23 October 2017 - 06:33 PM

Don't even BOTHER posting up your ideas here! Not like PGI will make it happen.
The way gamemodes are now is the BEST PGI can do, anything else is Waaayy Beyond PGI's ability. (PERIOD)!!!

lol

:popcorn

#7 El Bandito

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Posted 23 October 2017 - 06:49 PM

View PostKhobai, on 23 October 2017 - 06:23 PM, said:

thats not really domination though. thats just destroy the other teams generators and win.

thats even worse than skirmish IMO.


Not if the generators have enough health that it will be a gamble between keeping guys in the circle, or sending some to kill gens.

Edited by El Bandito, 23 October 2017 - 06:49 PM.


#8 InvictusLee

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Posted 23 October 2017 - 07:25 PM

View PostBombast, on 23 October 2017 - 05:58 PM, said:

Considering the season, there's only one way to spice up Domination.

Posted Image




DMMIT.

You beat me too it! lol

#9 LordNothing

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Posted 23 October 2017 - 07:50 PM

despite how much people say they hate domination, and the number of people who dont know how to get in the circle (thus ensuring that the one light mech that is preventing you from loosing the match will have a bad time), it still seems to come up an awful lot in qp.

Edited by LordNothing, 23 October 2017 - 07:50 PM.


#10 The Mysterious Fox

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Posted 23 October 2017 - 08:03 PM

View PostEl Bandito, on 23 October 2017 - 06:21 PM, said:

Easiest way to do it is to have 4 generators (with boosted health), each reduces total domination count down by 25%. Which means if you can destroy the opposing team's generators, you can win. This will help to spread out the fight.

sounds too much like incursion.

domination spawn points for both teams need to be relooked for all the maps, things like frozen city where one team spawns practically next to the zone or another like mining that scatters the 3 lances across the map that lets charlie get eaten up by nascars.

too many domination points also appear in killzones that encourage people to just snipe behind a rock from the high ground.

#11 Mike McSullivan

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Posted 23 October 2017 - 08:28 PM

The thing i dont like about domination-mode is the positioning of the circle.
"really? at the exact point where every fight happens? in every other gamemode? fascinating...not"

Domination had the chance to give, esp. bigger maps another feel of a fight, the chance to force people to fight over completely other locations.

#12 Trissila

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Posted 23 October 2017 - 08:41 PM

View PostLordNothing, on 23 October 2017 - 07:50 PM, said:

despite how much people say they hate domination, and the number of people who dont know how to get in the circle (thus ensuring that the one light mech that is preventing you from loosing the match will have a bad time), it still seems to come up an awful lot in qp.


Because it gets treated like Skirmish.

QP gravitates towards Skirmish on HPG or Mining. Whatever is closest to that is what will get voted for unless somebody's saved up their multipliers.

Skirmish->Assault->Domination->Conquest->Incursion->Escort
HPG->Mining->GrimPlex->River City->Crimson Strait->Polar Highlands->Everything else.

Canyon/Alpine are wildcards given how infrequently they're available.

#13 CK16

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Posted 23 October 2017 - 08:41 PM

Option A. Shifting objective. Every 30 seconds or so (say 1/3rd of the timer) of capture the cap point moves to a new location on the map, so after it is captured the fight must shift to the next place ect. Could be interested as each team captures a point could come down to 5 caps needed o.O

Option B. Linear moving objective. The more you capture the objective the more it moves to your base, simular to a tug of war. The most mechs in the circle pulls the objective that direction. If equal it is stopped until able to move again. If no one it continues towards the last teams base who touched the circle.

Edited by CK16, 23 October 2017 - 08:44 PM.


#14 Shifty McSwift

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Posted 23 October 2017 - 08:48 PM

View PostJohn Stryker, on 23 October 2017 - 05:52 PM, said:

A simple way to make this mode more variable would be to have up to 5 possible domination points per map. That way at least its not alway go to x#, do y strategy depending on whch side you start on. Any other ideas?


That just turns it into a conquest variant IMO.

Instead of 5, my idea was 2 circles, one small and one big, the small drains at half speed, the big at full speed, this puts emphasis on the idea your forces need to partially split, or keep on the move very quickly, and gives the last couple of mchs left alive at the end of a fight, a way of securing a win if they were heavily winning on time toward the end (escaping the fight to drain the timer slower at the small circle, but still get the win because your team was so far ahead on time).

#15 Khobai

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Posted 23 October 2017 - 09:05 PM

Quote

That just turns it into a conquest variant IMO.


conquest is the best gamemode though

every gamemode needs to be more like conquest

less camping, less deathballing, making use of the whole map, and lights/mediums being valued for their speed

#16 Shifty McSwift

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Posted 23 October 2017 - 09:08 PM

View PostKhobai, on 23 October 2017 - 09:05 PM, said:


conquest is the best gamemode though

every gamemode needs to be more like conquest

less camping, less deathballing, making use of the whole map, and lights/mediums being valued for their speed


Great mode for organised teams I agree, in QP though conquests end up as the craziest chaotic messes in a lot of cases. I say make 2 circles of importance because it breaks up notions of deathballing or camping being the end all of domination, while only splitting the focus in half, making the potential chaos in QP particularly much less.

#17 BrunoSSace

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Posted 23 October 2017 - 09:08 PM

Give everyone a monkey with a machine gun. Problem solved.

#18 LordNothing

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Posted 23 October 2017 - 09:34 PM

View PostTrissila, on 23 October 2017 - 08:41 PM, said:


Because it gets treated like Skirmish.

QP gravitates towards Skirmish on HPG or Mining. Whatever is closest to that is what will get voted for unless somebody's saved up their multipliers.

Skirmish->Assault->Domination->Conquest->Incursion->Escort
HPG->Mining->GrimPlex->River City->Crimson Strait->Polar Highlands->Everything else.

Canyon/Alpine are wildcards given how infrequently they're available.


then you would think skirmish would be the most voted mode.

#19 Shifty McSwift

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Posted 23 October 2017 - 09:43 PM

View PostLordNothing, on 23 October 2017 - 09:34 PM, said:


then you would think skirmish would be the most voted mode.


To be fair the main reasons it isn't is because of the potential for there to be one or two troll mechs edging out the timer, and because it actually inspires less direct fighting than objectives that force the two teams right next to eachother, like domination.

#20 Gadsden Labe

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Posted 23 October 2017 - 10:20 PM

What if instead of the teams starting at opposing sides of the map, they both started from the same side but at the opposite corners?





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