Here are my ideas (in pretty form).
Concept
Instead of forcing one-sided tonnage limits to crazy high levels, give the lower skill / less organized teams options. Let them lose the battle but win the war...or avoid the big bad elites by going to Scouting (or vice versa), and let them be buffed if they do have to fight (rather than nerfing the elites).
- If you attack a planet and win Siege, you will reduce the planet's Capture Bar substantially and the planetary defenders will have an immediate Counter Attack against the same attacking team to restore some of the capture bar substantially. The planetary defenders (who you'll remember lost) gain a buff based on the magnitude of their loss. Example, a 45 to 48 loss would not result in a buff to the planetary defenders. A 12 to 48 loss would result in a substantial buff to the planetary defenders.
- If you attack a planet and lose Siege, you will reduce the planet's Capture Bar by a minor amount and there will be no Counter Attack. The planetary defender's instead apply some influence to their Scouting Tug Of War bar.
In this way, continual Siege of a planet, win or lose, will cause it to fall. Planetary defenders already have advantage in the moment-to-moment gameplay (its easier to defend than attack). Likewise, if they are losing defensive matches, they will gain opportunities to Counter Attack with buffs. If they are winning defensive matches, they will simply make the capture slow going for the planetary attackers, and will be buffing their Scouting bonuses along the way, and possibly be able to hold out until the Conflict Time ends.
Example: So if a high skill team is attacking a planet, the low skill planetary defenders will tie them up in a second Counter Attack game and be buffed for their troubles. If a high skill team is defending, then the low skill attackers will continue to capture the planet win or lose as long as they keep fighting. Likewise, if they back out and dedicate time to the Scouting queue, they can also help their side who are in the queue fighting the high skill team.
Teamwork/Alliances
Units cannot have players in both Scouting and Planetary Attack/Defense queues. They must choose.
Example: If a high skill unit is currently dominating a planetary attack, then a defending unit has the option to back out and pursue Scouting. The dominating unit will either have to appeal for help to get Scouting under control, back out of the attack themselves (breaking up into 4-mans) to do it, or eat the buffs the rest of the defenders are getting.
A single unit will not be allowed to dominate Scouting to buff themselves in the attack. At least four units (two on each side) will be needed to keep both tracks contested.
Scouting Tug Of War
Scouting | Works as currently with 55 ton limit, however the rewards are very great to allow players an option when facing large organized teams in the planetary queue.
Defense
Level 1 55% | Combat ID & Satellite Sweep
Level 2 70% | Turret Upgrade
Level 3 100% | Objective Passive Repair
Offense
Level 1 55% | Combat ID & Satellite Sweep
Level 2 70% | Objective Lower Health
Level 3 100% | Slower Reinforcement Time
Planetary Attack/Defense
Siege | Reduces a planet's Capture Bar, win or lose.
Counter Attack | Immediately follows a lost Siege battle. The planetary defenders, now attacking, gain buffs based on the magnitude of their previous loss.
Buffs For The Planetary Defenders During Counter Attack
Note: Planetary Defenders will be "attacking" in the Counter Attack match
Small Buff Air Control dropship flyover (as with Incursion game mode)
Small Buff Free Radar Jammer (as per Incursion game mode)
Medium Buff 1.5 times duration/damage to UAV, Artillery, and Air Strikes
Medium Buff Extremely fast respawn times
Large Buff 10% Damage Multiplier
(Example, IS Large laser would go from 8 to 8.8 damage)
Large Buff 1.5 times value to Survival & Firepower Trees
(Example 7.5% Armor Hardening becomes 11.25%
Example: 15% Laser Duration becomes 37.5%)
These are just ideas off the top which use or increase current game mechanics. They do not add anything new! If they are too weak or strong, then please remember they are just placeholder ideas where PGI, with their tools and ability to properly analyze player data, could tailor to be appropriately potent.
Example: It could be common that team [L33T] could win Siege by a large margin against the 853rd Casuals. They would face them again immediately and the Casuals would be coming back with 1.5 times values to their Firepower and Survival tree plus, since their buddies in the [B33R] unit are 100% owning the Scouting queue, they are also coming in with Combat ID, Sensor Sweep, lower objective health, and [L33T] is hit with a slower respawn time.
Changes
- Limit Units from being in both Scouting and Planetary Attack/Defense queues.
- Scouting rewards differentiated into Defender and Attacker rewards.
- Ability to replace Medium Laser turrets with some upgraded version (higher accuracy, more lethal weapon type, whatever)
- Ability for Objective health to restore over time
- Siege always drops planet's Capture Bar, win or lose. Wins by a substantial amount, losses by a minor amount.
- Counter Attack win always restores Capture Bar by substantial amount and occurs
- Defenders winning Siege add to Scouting Tug Of War control as if they had won a 20-Data-Point Scouting win.
- Ability to determine if a planetary defending team lost by a small margin (no buff), a moderate margin (small buff), a large margin (medium buff), or an extreme margin (large buff). No buffs add new mechanics. They are either current mechanics in game (such as Air Control or Jammer per Incursion) or temporary adjustments to values like damage or Skill Tree numbers.
Edited by TygerLily, 18 December 2018 - 12:40 PM.