Rewards For Objectives
#21
Posted 18 January 2018 - 10:28 AM
There's no reason at least the non-skirmish modes shouldn't be heavily weighted towards the actual objective of the mode, with the TDM objective rewarding less being that it is the secondary completion option.
#22
Posted 18 January 2018 - 10:34 AM
sycocys, on 18 January 2018 - 10:28 AM, said:
There's no reason at least the non-skirmish modes shouldn't be heavily weighted towards the actual objective of the mode, with the TDM objective rewarding less being that it is the secondary completion option.
Variety is spice.. and spice is life.
#23
Posted 18 January 2018 - 11:28 AM
Screw the objective every single game mode except skirmish. At least skirmish I know I can make some c-bills.
#24
Posted 18 January 2018 - 11:40 AM
An example: in WoW, if you capture an area objective, you receive a substantial reward because you are exposing yourself to a great amount of danger. In conquest, if you take a objective, you get 100 cbills, which is less than 10% of the rewards you get from the damage/kills you do? In WoW, it's more like 40% of the overall results.....
Objectives are the reason we are playing? If there aren't any objectives, this game is just an arcade FPS without purpose and since we suppose to be a "team centric" game, why do we need teams if there aren't any objectives.....ergo, where and why PGI is headed towards Solaris: where there are no teams and we become a FPS arena arcade game.... It's easier to make money and involves far less programming and game engine costs.... JMO.
#25
Posted 18 January 2018 - 11:42 AM
Edited by Mystere, 18 January 2018 - 12:54 PM.
#26
Posted 18 January 2018 - 11:47 AM
Mystere, on 18 January 2018 - 11:42 AM, said:
That's a true story.
And they did the same in match if you even suggested the notion of simply defending your base.
Might have been the best solution to just let QP be 1 mode, and everything with an actual objective be CW.
#27
Posted 18 January 2018 - 11:59 AM
Mystere, on 18 January 2018 - 11:42 AM, said:
don't forget all the bitching and moaning on conquests when the lights don't cap or how much screaming and begging I hear of "stay alive!" "cap x!" "run and power down!" as the last light left with the timer in the 600s or breaking 700.
Or even better the protests of "wtf where our lights!' "lights wtf?!" "why is our ll light fighting?! Go Cap!" when most of the team is dead and the enemy already has caps and score there high enough there is no way to win.
Only in skirmish mode do lights get any chance at all of making money unless you get crazy and build one specifically for narc-ing and pray you get polar with 1-2 lrm boats to make up for all that lost weight that should have gone to a bigger faster xl/lfe.
#28
Posted 18 January 2018 - 04:41 PM
Mystere, on 18 January 2018 - 11:42 AM, said:
I don't know when a better time would be.
This community has no goddamn idea what it wants, there are complaints all the time that all the game modes are TDM but whining when a team wins outside of the usual TDM.
I want objectives to matter as much as the fighting in regards to cBills and score. It isn't a good sign that capping points in conquest results in fewer cBills than doing 200 damage and getting a couple kills instead would.
#29
Posted 18 January 2018 - 07:02 PM
#30
Posted 18 January 2018 - 09:10 PM
Edited by Mechrophilia, 18 January 2018 - 09:10 PM.
#31
Posted 18 January 2018 - 09:22 PM
Quote
works fine in conquest. thats actually the best gamemode without respawns.
and its the best gamemode with respawns too.
because conquest gives every weight class a chance to perform its role. and conquest gets players to use the entire map. and conquest has a lot of dynamic back-and-forth gameplay.
conquest is the only gamemode done right. and I doubt PGI even realizes why. they just stumbled on it by accident.
conquest should be the basis for all other gamemodes. not skirmish.
Edited by Khobai, 18 January 2018 - 09:27 PM.
#32
Posted 19 January 2018 - 03:29 AM
All they really needed to do other than make bases destroy-able is put a timer on the turrets so they stopped working at a certain point of the match to eliminate the "hide and let the turrets win" strategy.
#33
Posted 19 January 2018 - 06:48 AM
I'd say it's the primary reason why every game mode just feels like a different flavor of skirmish. It's always better to just kill the other team. Especially because there are no respawns.
I wish at least incursion in QP had respawns so there was actually a reason to play the game mode and do things like stay back at base to defend, raid the other base, collect power cells, etc. Anything to make it feel different than a team death match.
#34
Posted 19 January 2018 - 10:40 AM
sycocys, on 19 January 2018 - 03:29 AM, said:
All they really needed to do other than make bases destroy-able is put a timer on the turrets so they stopped working at a certain point of the match to eliminate the "hide and let the turrets win" strategy.
Assault and Incursion should be combined into an asymmetrical game mode, possibly following classical 2:1 or 3:1 siege force ratios.
Edited by Mystere, 19 January 2018 - 10:41 AM.
#35
Posted 19 January 2018 - 10:59 AM
#37
Posted 21 January 2018 - 04:54 PM
Even if the only thing is making base destruction pay more than just the person who gets the last hit.
I'd also like to see Incursion matches decided by who does the most damage to the base on time out instead of who has the most kills. It seems like getting the base down to a smidge but dying is futile.
#38
Posted 21 January 2018 - 06:19 PM
Quote
We need more gamemodes that force teams to split up and make use of the whole map and make the speed of lights and mediums useful.
Assault and Conquest should be combined into a symmetrical gamemode
Have two HQ buildings, one for each team. First team to destroy the other team's HQ wins. HQs should be walled in and protected by powerful turrets that are tethered to a destructible generator.
Then have three capture points that work exactly like conquest. First team to get the required number of points wins.
So you can win by destroying the enemy base, capping enough points, or wiping out the enemy team.
Edited by Khobai, 21 January 2018 - 06:24 PM.
#39
Posted 22 January 2018 - 03:42 PM
Khobai, on 21 January 2018 - 06:19 PM, said:
We need more gamemodes that force teams to split up and make use of the whole map and make the speed of lights and mediums useful.
Assault and Conquest should be combined into a symmetrical gamemode
Have two HQ buildings, one for each team. First team to destroy the other team's HQ wins. HQs should be walled in and protected by powerful turrets that are tethered to a destructible generator.
Then have three capture points that work exactly like conquest. First team to get the required number of points wins.
So you can win by destroying the enemy base, capping enough points, or wiping out the enemy team.
This is one of the reasons I love conquest in FW, If you don't cap you lose, if you drop all ANH and no LCT you lose. The points finish long before the match finishes.
It actually feels like a game mode that isn't straight up TDM.
#40
Posted 22 January 2018 - 03:46 PM
They must be captured to become operational, a captured flag activates nearby turrets for your team.
The VIP will follow a path of activated flags if they are captured will default to "finding it's own way" if there is a break in the chain.
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