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Make Game Ending Objectives Even Harder To Complete In Fp ?


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Poll: Improve FP game modes to make them last ~25min (1 member(s) have cast votes)

Make game ending objectives harder to complete ?

  1. Yes (1 votes [100.00%])

    Percentage of vote: 100.00%

  2. No (0 votes [0.00%])

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  3. Maybe (0 votes [0.00%])

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#1 Warning incoming Humble Dexterer

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Posted 28 December 2019 - 05:13 AM

It takes a long time to queue up for a FP match, so FP game modes should avoid premature endings :

- Assault : Make it a fixed cap time, instead of making that cap time decrease with the amount of mechs capping.

- Domination : Vastly increase the rewards for being in the circle, such as doubling the gains when shooting from inside the circle, and/or halving the gains when shooting from outside the circle. Further increasing the timer limit to avoid first wave caps on huge maps like Polar Highlands is also an option.

- Invasion : Vastly increase the building health or perhaps protect each one with a regenerating shield, and/or fill both radar towers with one or more batteries at the start of the match to reduce the risk of a first wave zerg rush.

- Conquest : It generates up to 5 cap points per second (7500 points in 25min), so increase the cap limit from 1250 to ~3000 points, or even better simply REMOVE THE CAP LIMIT, allowing a match to reach the full 25min.


Game modes are fine, having end game objectives is fine. But considering the FP queue times, allowing those game objective to end the match way too early is bad.

Edited by Humble Dexter, 28 December 2019 - 07:22 AM.






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