Hawker Siddeley, on 20 July 2020 - 08:45 AM, said:
Even in your ideal world where everyone played the objective, killing enemy mechs is an important thing because it reduces the enemy's team ability to defend their caps. Even times when you win a match because the teams fought for too long or the last ones alive were too slow or legged is not a win for the light that went to cap, its a win for the guys who were fighting.
I think to have an more objective focused gameplay you would need an incentive to do so as well as the opportunity.
Incentives could be created by either rewarding more points, so that players who aim for the highest score would want to play them.
Opportunity could be like FW-Conquest. Have a dropdeck and an objective that can be fullfilled before everyone runs out of mechs. That way players could go either route. Try to kill everyone fast or cap fast.
Another thing is in mapdesign. Are there options to sneak around to fullfill the objective.
The general design of the objective is also importend. So far I only find FW-Conquest to be the only objective based mode that was close to "works as intended".
Skirmish:
Is "kill everything that moves" anyway and I think its okay. There should be such a mode.
Conquest:
As long as its easier to kill the enemy then takeing the points...whats the point?
I think the only way to solve this is when you can get to the 750 points faster by capping then it takes to destroy the enemy.
Basicly the only way to archive that is by haveing Dropdecks or respawns.
Domination:
It works in the way as to give a focuspoint to where the battle will take place but not for captureing. You just kill everything in sight first...again.
Frankly I have to good idea on how to get this mode working better. Ideas that come up to my mind are:
- Design the map around the point so that you have cover as well as good hidden flanking routes so one part can hold the line while others try to get around...what works on some maps but not all.
- Moveing point. Let the domination point be at the starting point but as soon as someone steps in it starts to slowly move in a random direction. Another option could be that every ... 50 points ... it jumps to a new location.
Incursion:
Looks at FW....don't we have something like that in there? Can't we simply copy that? When I remember it right those attack / defence missions where quite interesting.
Escort (yah I know its not in atm)
While I liked the idea there where things that allways bothered me.
1) Let it be a mobile HQ with an escort of tanks and let the tanks add their firepower to the defance
2) If you can't program a good pathfinding system for the AI make a map that supports the mode and have predetermed pathes you make sure the AI will follow correctly.
3) An option to draw the escorting players away. Maybe in the way that the players know the convoys path beforehand. Then the enemy team can have false radar blips at their disposal they can drop to create false radar readings and lure out the escorting players. Maybe let every UAV appear as an enemy mech.