Length of Battles in Time
#1
Posted 13 April 2012 - 10:01 AM
Long time lurker, first time poster. Getting SO Excited about this game, made the front page my home page for booting up. Anyways enough fan boy stuff
I tried a forum search for this but my forumsearchFU is not strong, never has been, so I apologize if this has already been talked about, but how long will battles take?
I play World of Tanks quite a bit right now, and really like the 15 minute timed battle set up. No one can camp forever, yet there is time to play defensively and see the battle ebb and flow.
Just wondering if anything has been said, and or what the community thinks. Also are there multiple battle modes? Capture and control, annihilation, Pure Attack, Pure Defense, King of the Hill. . . and would the battle time change based on that feature?
Trog
#2
Posted 13 April 2012 - 10:08 AM
For the other planned game-modes i'm not sure if it could work.
#3
Posted 13 April 2012 - 10:12 AM
#4
Posted 13 April 2012 - 10:50 AM
However...I can see the need for a basic time limit on each game.
At least 15 minutes is a good start.
Less for more specific game ideas, more for big important battles. Never less than...say 5 minutes, or more than 20 or 30 minutes max.
The main thing to think about, is that you don't want to have no time limits on matches. As a single game might end up going for hours in certain types of terrain, and/or the factor of people having to drop out of a battle due to it having taken too long to play.
You also don't want matches ending so early that some of the player's never end up seeing each other either, or only get to fire a few shots before time runs out.
#5
Posted 13 April 2012 - 11:07 AM
#6
Posted 13 April 2012 - 11:27 AM
I'm just excited for Beta in hopefully a few months. We'll just have to wait and see
#7
Posted 13 April 2012 - 11:30 AM
In the past it takes 15 minutes just to get out of the recon and harassment phase and into the actual "full company contact" period.
Edited by Victor Morson, 13 April 2012 - 11:30 AM.
#8
Posted 13 April 2012 - 12:11 PM
Victor Morson, on 13 April 2012 - 11:30 AM, said:
In the past it takes 15 minutes just to get out of the recon and harassment phase and into the actual "full company contact" period.
A one hour time frame is nice, but what about when the last guy left has a really fast mech and keeps running away? suppose their team is somehow winning (points/scorewise?). We have all seen this happen before.
#9
Posted 13 April 2012 - 12:26 PM
Or 20 minutes should be fair. Some matches will be over sooner than this.
Edited by Dragorath, 13 April 2012 - 12:27 PM.
#10
Posted 13 April 2012 - 01:09 PM
#11
Posted 13 April 2012 - 01:12 PM
Trog16, on 13 April 2012 - 10:01 AM, said:
The avg. battle duration is nowhere close to 15 mins in WoT though. You can check your avg. with the WoT dossier tool. From the polls I have seen, about 4-5 mins is the global avg. duration. Mine is bit less than that, since I'm quite rushy (IIRC, bit over 3 mins).
Depending what kind of fire-power to protection ratio and how big maps MW:O has that could go up. WoT is 15-15 with about 1.5kmx1.5km maps or so (some are bigger, some are smaller), 1-on-1 fights between same tier tanks normally take at least 30-40 secs or so at higher tiers.
With universal ~10 second reloads and canon damage/heat and 5kmx5km maps, I could see MW:O have about 10+ minute battles (maybe even 20+ mins if both sides are extremely cautious, and if game allows it), with most time spent on moving.
For the record, an Atlas that is not delayed by terrain or enemy harrasment can run 9 kilometers in 10 mins.
Edited by Gigaton, 13 April 2012 - 01:54 PM.
#12
Posted 13 April 2012 - 01:15 PM
stun, on 13 April 2012 - 12:11 PM, said:
A one hour time frame is nice, but what about when the last guy left has a really fast mech and keeps running away? suppose their team is somehow winning (points/scorewise?). We have all seen this happen before.
It's a legitimate issue to bring up. I'd like to think that commander abilities would be a huge step in fixing that, using the radar ping to narrow down his position and stomp him out, honestly.
Outside of objective-based play, there's unfortunately little that can be done about it ; I think reducing the match time drastically is definitely the wrong step, though. Because that will force them to shrink the map sizes and flush all of the awesome work they've done on the tactical stuff. 'mech battles take time, and positioning takes even longer.
A lot of what sets MechWarrior apart from a normal FPS is the "calm before the storm," where you are positioning and scanning and moving to terrain and such. Without this phase all you'll have is two teams smashing into each other and it'd really dumb the experience down.
Having a set "win condition" other than total destruction of the enemy team (say, 80% damage) could really help this out though.
Edited by Victor Morson, 13 April 2012 - 01:16 PM.
#13
Posted 13 April 2012 - 03:29 PM
Gigaton, on 13 April 2012 - 01:12 PM, said:
The avg. battle duration is nowhere close to 15 mins in WoT though. You can check your avg. with the WoT dossier tool. From the polls I have seen, about 4-5 mins is the global avg. duration. Mine is bit less than that, since I'm quite rushy (IIRC, bit over 3 mins).
Depending what kind of fire-power to protection ratio and how big maps MW:O has that could go up. WoT is 15-15 with about 1.5kmx1.5km maps or so (some are bigger, some are smaller), 1-on-1 fights between same tier tanks normally take at least 30-40 secs or so at higher tiers.
With universal ~10 second reloads and canon damage/heat and 5kmx5km maps, I could see MW:O have about 10+ minute battles (maybe even 20+ mins if both sides are extremely cautious, and if game allows it), with most time spent on moving.
For the record, an Atlas that is not delayed by terrain or enemy harrasment can run 9 kilometers in 10 mins.
I don't think World of Tanks logic can be applied to Mechwarrior so easily. It should take 2-3 minutes for two good pilots in similar 'Mechs to duel, if not longer. That is a straight up 1 on 1 duel though, it almost never happens because someone else will jump in on either side of the fight eventually.
#14
Posted 13 April 2012 - 04:05 PM
Gigaton, on 13 April 2012 - 01:12 PM, said:
Gun Bear, on 13 April 2012 - 03:29 PM, said:
stun, on 13 April 2012 - 12:11 PM, said:
#15
Posted 13 April 2012 - 04:08 PM
Gun Bear, on 13 April 2012 - 03:29 PM, said:
Just trying to illustrate ratio of damage output to staying power. In the WoT example I was assuming no pulling back for cover, no retreating, no non-penetrating hits, no misses and so forth.
Assuming TT DPS and armour values stay as they are for MW:O, it theoretically takes under 30 secs for Jenner to destroy every single point of armour and internal structure on another Jenner. For Atlas vs. Atlas it's 55 secs. Obviously, this degree of damage is not really needed to take out a 'mech.
eZZip, on 13 April 2012 - 04:05 PM, said:
Yeah I know. The games sometimes feel really long so it's surprising how short they really are ultimately. Just checked mine, it's 3 mins 46 secs. You can check yours too here: http://wot-dossier.appspot.com/
Edited by Gigaton, 13 April 2012 - 04:19 PM.
#16
Posted 13 April 2012 - 04:29 PM
WOT is a pretty good model albeit frustrating when you just want to play your higher tier tank on an non premium membership.
WOT is pretty darn successful and when something is successful you see many imitators (not a bad thing) World of Warcraft is a great example.
All speculation on my part
I think 15-20 minute battles for the random player is about right. For the guild/clans that are out there, it's not nearly enough time. I think we will see both.
#17
Posted 13 April 2012 - 04:35 PM
#18
Posted 13 April 2012 - 05:06 PM
I would be more interesting to know how quick combat is...
That is in a straight-out fight with "shooting" how quick a mech lasts.
I am thinking more like 2 to 10 mins. (4 on 4)
#19
Posted 13 April 2012 - 05:26 PM
From what I can tell, the devs are smart enough to realize the value of this. I'm confident they will work something out that is fair.
Edited by MagnusEffect, 13 April 2012 - 05:27 PM.
#20
Posted 13 April 2012 - 09:48 PM
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