Just One Doane, on 24 August 2023 - 05:29 AM, said:
Skirmish - On the larger maps, vary the spawn locations to encourage engagements somewhere besides the approximate center of the map. This can also occasionally be used to place the teams closed together. While it can be rewarding to have more time to set up, it is nice once and awhile to get the action going faster on the bigger maps.
Domination - Similar to Skirmish, I think changing up the location of the domination circle would help open up new tactical and strategic choices. Also, I would love to see the circle not be a circle. Customizing the shape to conform to the map would also help the action. For example, on Mining Collective, Domination should only count the top tier platform in the center. No single mechs just hiding out on the lower tier should be able to keep the clock from moving. On Alpine Peaks, utilizing a structure grouping, and making you have to have a mech in amongst the buildings would really up the action and pressure.
Assault - As with Skirmish, move and focus the spawn points (at least some of the time) in specific areas of bigger maps to create more urgent action while still allowing options for long flanks to get to a base.
Conquest - I don't think any major changes need to made, other than some general feedback to incentivize objectives more across all game modes. This is by far the most diverse mode in the game. This is for two reasons I believe. 1) It is the only mode that truly rewards light mechs for doing light mech things, scouting, recon, and picking off lone assaults is so much more meaningful here because in every other game mode, 95%+ of the time the teams are always going to go to the exact same spots. And 2) It is the only mode that players generally play to the mode. Assault and Domination are just skirmish 90% of the time or more.
Incursion - I think this mode is great, but most people just don't see it enough to even understand the options. I can't remember a game of this where at least one person on my team genuinely has no idea what's going on. Biggest issue here I believe is just incentivizing playing the objectives more (As with all modes, doing lots of damage and kills is more rewarding to the player than capping or hitting the base, win or lose.) And here's a big one, I think: Move all base turrets to the outside of the walls, and buff their durability. Teams would be more likely yo try and defend if they have help defending the actual wall. Players should also be rewarded for getting around/through the walls by having free reign inside the enemies base. It is SOOO anti-climactic to lose the game because you wipe the enemy team and then have a turret get the win.
I would also love to see new general game modes, in addition to the cool options being thrown in for the event queue. An escort mode, or a capture the flag would provide more variety.
As always, keep up the awesome work!
without multiple lives CTF would get boring fast.
Edited by KursedVixen, 24 August 2023 - 02:12 PM.