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Ok, So Pgi Is Going To Listen To The Community On How To Make Stuff Better? Start Small With This


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#21 Grus

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Posted 07 December 2018 - 03:40 PM

View PostBig Tin Man, on 05 December 2018 - 11:10 AM, said:

Problem:
Hiding and smoke diving at the end of a scouting match is BS gameplay

Solution:
Eliminate the magic dropship beaming your mech up at 0:00 even though there are 4 defenders in the box shooting the gather mech

Method to accomplish this using existing in game mechanics:
When the dropship arrives, a new, larger box appears on map or domination circle appears on the mini-map centered on the dropship. Both sides EDIT per suggestion below: Only the gatherers can see this boundary on the minimap. The mechs gathering must be within this larger boundary to upload intel from the beacons. Upload mechanic is the same as the download mechanic: it takes 3-5 seconds to upload one data, it is interrupted by taking fire or ECM jammer, only one upload at a time (mechs don't stack, just like beacon downloads). If a single data point is uploaded, it is a victory for the gather side. Points for the gather side are determined by the number of uploaded data before timer reaches 0:00, regardless if you kill all the defending mechs or not (this gives incentive for a crippled defending mech to try and stall the data upload and not hide).


Says the IS player with magic stealth armor light mechs...

Besides, scouting isnt the hill you want to die on friend..

#22 Khobai

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Posted 07 December 2018 - 10:18 PM

I think an easy fix for scout mode would be to give the defenders periodic satscans of the whole map so the attackers cant hide. The satscans should also reveal the location of the dropship since the green smoke is impossible to see on some maps.

View PostBig Tin Man, on 05 December 2018 - 11:10 AM, said:

Solution:
Eliminate the magic dropship beaming your mech up at 0:00 even though there are 4 defenders in the box shooting the gather mech


Not a fan of this solution. Because I do think you should be able to dive into the square last second. I just dont think you should be able to hide for 5-10 minutes prior to that. Which is why I like the idea of satscans better.

Or if satscans arnt enough, maybe require the mech thats getting extracted to stay inside the square for 10-15 seconds before getting extracted? But I dont think you should have to kill all the defenders in the square to extract thats excessive and just turns the gamemode into skirmish which is crappy.

Edited by Khobai, 07 December 2018 - 10:24 PM.


#23 50 50

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Posted 09 December 2018 - 05:52 PM

View PostBig Tin Man, on 05 December 2018 - 11:10 AM, said:

Problem:
Hiding and smoke diving at the end of a scouting match is BS gameplay

Solution:
Eliminate the magic dropship beaming your mech up at 0:00 even though there are 4 defenders in the box shooting the gather mech

Method to accomplish this using existing in game mechanics:
When the dropship arrives, a new, larger box appears on map or domination circle appears on the mini-map centered on the dropship. Both sides EDIT per suggestion below: Only the gatherers can see this boundary on the minimap. The mechs gathering must be within this larger boundary to upload intel from the beacons. Upload mechanic is the same as the download mechanic: it takes 3-5 seconds to upload one data, it is interrupted by taking fire or ECM jammer, only one upload at a time (mechs don't stack, just like beacon downloads). If a single data point is uploaded, it is a victory for the gather side. Points for the gather side are determined by the number of uploaded data before timer reaches 0:00, regardless if you kill all the defending mechs or not (this gives incentive for a crippled defending mech to try and stall the data upload and not hide).


I disagree that gathering a single point should be considered a victory.
There should me more emphasis on the intel points as the objective for the mode.
It could even be a symmetrical mode.
The team that summons their dropship first puts the other team on the defensive.
Eliminating the enemy team is still a valid tactic but if you don't have enough intel it is not considered a complete victory.

I would also like to suggest that we get to use the intel points at a personal level and not just (or perhaps instead of) the faction level.
ie. We can spend intel points to 'vote' for missions or give some personal bonus for the next mission.

#24 Curccu

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Posted 10 December 2018 - 01:07 AM

View PostKhobai, on 07 December 2018 - 10:18 PM, said:

I think an easy fix for scout mode would be to give the defenders periodic satscans of the whole map so the attackers cant hide. The satscans should also reveal the location of the dropship since the green smoke is impossible to see on some maps.

Or if satscans arnt enough, maybe require the mech thats getting extracted to stay inside the square for 10-15 seconds before getting extracted? But I dont think you should have to kill all the defenders in the square to extract thats excessive and just turns the gamemode into skirmish which is crappy.

All nodes could work like in escort and spot enemy while close to those (maybe minus giving lock for missiles), that way defender could maybe try stop node cap rushes.
Combined with that have to stay 10 seconds on EZ to get extracted and also giving information where is that dropship going to drop...





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