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[Request To Pgi] Please Change The Requirement For Victory In Assault Mode?


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#1 MegaBopper

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Posted 24 September 2017 - 01:29 PM

Greetings,

In Assault Mode the first objective listed is to capture the enemy base. Unfortunately killing the last enemy mech currently prevents this from occurring as the game is ended thereby denying the rest of the team the capture bonus. In spite of the fact that a much larger bonus is attainable for the entire team including those who have fallen in battle it seems there is almost always someone who insists on killing the last enemy mech in order to hurry on to the next match (or who knows why) instead of playing for the benefit of the entire team. Posted Image

Mechwarrior is and should be a field of honor. In my humble opinion not playing for the benefit of the team as a whole does not foster teamwork which is one of the best and most honorable aspects of the game.

Therefore to PGI I make the following request: Please implement one of the following two suggestions:

1. Change the win requirement so that capturing the enemy base is required for victory and it is not attainable when the last enemy mech is killed and the enemy base is not captured as the game is then ended. Merely being ahead on kills would not be sufficient to obtain a win. Also no additional XP, C-bills or anything else would be awarded to the player who makes the last kill since that is effectively not working in the best interest of the team as a whole by not breaking off and joining the rest of the team in capturing the enemy base. This would be considered a tie for the team. Note: team kills to prevent the player would still not be allowed and would be heavily penalized. If however the enemy is actively attacking at the time they are killed the last kill would not be penalized since that would be considered acting in defense but victory and the bonus would still not be obtained and a tie would result.

Or

2. Alternatively perhaps a better option would be to continue the game after killing of the last enemy mech to allow capture of the enemy base or until the clock runs out if that occurs first. This would allow the rest of the team to do their best to carry on working together to succeed. If the enemy base is not captured only a tie would be achieved instead of a win as the team will have failed to attain the primary required objective. If the enemy base is captured the team would achieve the capture bonus and succeed in obtaining victory for all of the team members who are still connected.

Respectfully submitted,

Megabopper

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#2 D V Devnull

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Posted 10 November 2017 - 06:31 AM

Geez... I avoid posting to your thread for six weeks after I've put a Like on it, and no discussion shows up??? I really would have hoped to see something (instead of confusing emptiness) by now. I'm now definitely making it public that I am SUPPORTing this idea, because I'm rather rabidly sick of people doing others out of the Objective Bonuses. <_<

By the way, in the likelihood that PGI uses the first version of your idea (instead of the second), they could even have an animation where the Enemy MFB rolls away after the last Enemy Mech falls, and pilots are then yelled at about it. The second version of your idea, however, would be far more easy for PGI to just simply configure and release into the public environment. :D

Heck, similar measures could be made for Incursion as well. It also suffers from similar problems with people ignoring the Primary Objective of Base Destruction. I can say it sure would be nice if PGI would deflate the egos of jerks by preventing them from doing others out of completing the Objectives. B)

Now that I think about it, PGI could even set up a special earning for modes like Assault/Incursion. They could have an Extra Bonus for completion during combat, and call it "Still Under Fire Reward" (Yes, the acronym pun is totally intended.) because the Last Enemy wasn't killed, but the Primary Objective was completed successfully. What do you think? I think it would give a hell of a lot more incentive to actually play the mode the way PGI designed it originally. :ph34r:

~Mr. D. V. "It's about time that PGI put more weight and reward on Objective-designed Game Modes." Devnull

#3 Bonzai VI

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Posted 10 November 2017 - 07:49 AM

Main problem with completing objectives: You're not really rewarded for it since it's very easy. If you fight your way 1v3 into the base and then cap/destroy it, you'll get a bunch of c-bills and xp. But if you only take the objective, the game ends very early and nobody really gets anything.

BTW what if it's a 2v1, you're inside the enemy base and the last enemy is 300 meters in front of you, preventing you to cap, while your ally is killing him, thus enabling you to cap the base.

Should he really get a penalty cuz he tried to play the objective?

Same in Incursion: You're inside the enemy base wrecking everything and are engaged from behind. Are you supposed to further get shot in the back while you attack the enemy base that's at 80% instead of finishing the enemy and then destroying the base?

And those scenarios are not that infrequent.


I understand the incentive, I also like the general idea, but that won't work out.

#4 Vidarion

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Posted 10 November 2017 - 10:31 AM

At the very least, Assault should be updated to something similar to Incursion. In Incursion, if team A goes and does some damage to team B's base, team B needs to do MORE damage to A's base in order to win...even if B wipes out team A.

In Assault, you should need to cap the opposing base more than your base. So if team A caps 50% of team B's base before getting wiped out, B should have to cap A's base to 50.1% in order to win.

Honestly, I think the conditions for both Incursion and Assault should be updated to:
- Capture / Destroy the enemy base. Period.

If you kill the enemy team but fail to destroy the base within the timeframe, then it's a tie.

Even Conquest doesn't "auto-win" when you kill the last mech unless you are guaranteed to reach the goal before time runs out.

#5 MegaBopper

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Posted 10 November 2017 - 11:14 AM

@Bonzai VI,

I understand your concern. I would be perfectly O.K. with killing the last mech if the game continues in order to cap the enemy base. This would also be a good way to put a rein on the "hurry up and get to the next match" syndrome. Certainly anytime you are actively under fire it should not be penalized to defend yourself and end the enemy mech. Did you notice the second option I suggested? I would not be averse to having the objective of both killing all the enemy mechs and completely capturing/destroying the enemy base as well.

I proposed these options but would be interested also to see if anyone has a better idea. Maybe we as a community could come together and come up with a really good improvement suggestion that would work well.

@Vidarion,

Your suggestion is very interesting. I like your approach. I also think that a full cap/destroy should still be the objective with full bonuses instead of only gettting a little past the cap/damage level the enemy has done with less bonuses.

Best Regards.

Edited by MegaBopper, 10 November 2017 - 11:35 AM.


#6 Bonzai VI

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Posted 10 November 2017 - 12:11 PM

Biggest thing is: They wanted to replace Assault with Incursion. With a much better version of Incursion in which only the defender has a base with turrets and everything and the attacker had to make their way through.

But they scrapped it, like, a month after reveal for some oblivious reason.

Edited by Bonzai VI, 10 November 2017 - 12:11 PM.


#7 stalima

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Posted 11 November 2017 - 03:25 PM

To be fair, there isnt much point in assault right now since incursions basically does what assault was supposed to to... they should probably just make it an asymmetrical mode like Escort instead with large bonus for capping.





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