Make Escort Great Again - Crazy Suggestion
#41
Posted 20 February 2018 - 02:26 PM
The defending team is already at an enormous advantage. The biggest murderball almost always wins and the defending team in Escort games almost always comprises of the biggest murderball. Every single Escort game I've played since I started playing again has seen the defending team win, because they just ball up and focus-fire on everything that shows it's face. So the attacking team never really gets a chance to attack the VIP. Making the VIP some insanely-powerful super-heavy would just make it even worse and would strengthen the team that already has the advantage.
Defense usually has the tactical advantage over offense, and this is no different. Making the defending team even stronger wouldn't really do anything except make the game mode even less popular. I'd really love to see a Superheavy in the game in some way, shape or form, but I really don't think this is the way we want to do it.
#42
Posted 20 February 2018 - 02:34 PM
The reason that wouldnt work in mwo is that the program runs too unstable. Every match one to two ppl disconnect.
By extension and with careful calculation, mulling things over for a few days, you will come to the following conclusion:
The vip can and will crash too.
That is the reason why it never even came up as a relevant issue.
Aint gonna happen.
And as usual....the devs will avoid talking about the inherent stability issues.
#43
Posted 21 February 2018 - 03:01 AM
#44
Posted 21 February 2018 - 03:11 AM
#45
Posted 21 February 2018 - 03:12 AM
#46
Posted 21 February 2018 - 11:49 AM
#47
Posted 21 February 2018 - 01:41 PM
I think just that little change would make a world of difference
#48
Posted 21 February 2018 - 01:59 PM
I promise it will be an entertaining game.
#49
Posted 22 February 2018 - 03:34 AM
crimson ..to small and only 2 Paths
Frozen ..the big Atlas is most early seeing and under fire from the higher Position like Alpine by a Good Attacker Team
Edited by Old MW4 Ranger, 23 February 2018 - 11:17 AM.
#50
Posted 22 February 2018 - 04:03 AM
Which would turn the mode in to a glorified skirmish mode, only one side loses instantly if the vip dies.
Edited by Moochachoo, 22 February 2018 - 04:08 AM.
#51
Posted 23 February 2018 - 03:48 AM
Moochachoo, on 22 February 2018 - 04:03 AM, said:
Which would turn the mode in to a glorified skirmish mode, only one side loses instantly if the vip dies.
Matches can always be ruined by this kind of thing.
On assault mode how often do the bases get rushed and the match ends quickly?
How often is friendly fire really a problem?
So anyway it may or may not work but assuming the worste isn't the way to go.
#52
Posted 23 February 2018 - 08:07 AM
He'll, I'd be fine if they updated it so the dolt would just *tell us where he's going* and *which way he's going to get there* since we're the ones trying to keep him, you know, alive.
#53
Posted 23 February 2018 - 09:05 AM
As a step towards player controlled VIP, start with a random player being able to control 3 things:
1) Weapons control of VIP.
2) Select 1 of 3 different paths visible only to escort team.
3) Stop/Go function on the pre-planned path.
#54
Posted 23 February 2018 - 11:19 AM
Quote
#55
Posted 23 February 2018 - 11:51 AM
This is all fairly complicated, but really only as an example of what could be done.
1) Implement a vote function on the Battlegrid. Make it so that each player can vote "Move" or "Stop", and each player can switch this vote any time they want during the match(it defaults to "Move" at match start).
2) There should be flag markers all over the map, and the majority of them should start neutral. Only 1 marker near the starting position should belong to the defenders(enough so that the VIP begins moving at match start by default).
3) Attackers should not be able to see the status of flags from the Battlegrid until they've scouted a given flag.
4) Scouting a flag should require having a 'Mech within ~200m of a flag(otherwise they all show up as neutral).
5) The VIP 'Mech's AI should be set to navigate it only through areas with "captured" defender flags. If the VIP reaches a point where there aren't any flags that will get it any closer to the destination, it will stop until there are.
6) If the VIP doesn't arrive at it's destination by the end of the match, the Defenders lose(this can be calculated based on AI pathing and flagged routes if the Defenders manage to eliminate all attackers. All the other existing rules stay as is.
Alternately, if we're not going to improve the *function* of the VIP, then we should just buff the hell out of it, that way when it inevitably wanders alone directly into the enemy murderball, it can at least survive for a few seconds.
1) The VIP 'Mech either needs appropriate weaponry, or it needs about 48 tons of armor beyond what an Atlas normally maxes out at. I vote weaponry, because it's outright silly that any 'Mech would be sent anywhere with 0 weapons. Twin AMS certainly wouldn't hurt either, subtract appropriately from it's additional armor tonnage.
2) The VIP 'Mech should have an effective quirk set equal to an appropriately placed 91 Skill points. Which means, if we're keeping the stupidity of a weaponless design, we need to remember to multiply the additional 48 tons of Armor this thing should have by 1.15 to account for the additional 15% armor granted by a full Survival tree(since there's no point in taking any Firepower skills without any weapons equipped, might as well toss it all in Survival and Mobility). This all equals well north of 2000 total points of armor, which means you'd be looking at ~130 points of armor on the *Rear* CT alone. And on the subject, since it's going to end up with some Mobility skills anyway, lets go ahead and give it a full Mobility tree and speed it up accordingly. Might as well go full speed ahead if we're going to be stupid anyway.
#56
Posted 23 February 2018 - 03:09 PM
Also, up the rewards please? Like, at least make it comparable to other game modes?
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