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***suggestion***concerning Base Capture


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#1 Eidoen

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Posted 18 November 2012 - 11:22 AM

What do people think about putting a second prerequisite for base capture?

I am getting tired of playing a game about mechs battling it out when all everyone seems to want to do is base rush "I win" game play.

My reccomendation is that you put a XX% team killed requirement before base capture will even begin. (Where X = a community decided upon number)

Doing so will stimulate increased combat in the game making it much more fun.

Comments?

#2 Dagnome

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Posted 18 November 2012 - 11:27 AM

This is a "Base capture" game mode. They will be releasing new game modes as time goes on, I am bored of people trying to "adjust" this mode as if it will be the only one in the game. "Assault the objective" hence the game mode 'Assault".

#3 sokitumi

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Posted 18 November 2012 - 11:33 AM

View PostDagnome, on 18 November 2012 - 11:27 AM, said:

This is a "Base capture" game mode. They will be releasing new game modes as time goes on, I am bored of people trying to "adjust" this mode as if it will be the only one in the game. "Assault the objective" hence the game mode 'Assault".

It's a weak format. Sorry. It's a level of tactics that borders on pedantic. New games modes will be most welcome, but doesn't affect the fact that this one's lame as hell.

#4 Dagnome

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Posted 18 November 2012 - 11:37 AM

It's only lame as hell because we've been playing the same game mode for months now, were getting conquest Tuesday last time I checked.

#5 Quxudica

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Posted 18 November 2012 - 11:42 AM

View PostDagnome, on 18 November 2012 - 11:37 AM, said:

It's only lame as hell because we've been playing the same game mode for months now, were getting conquest Tuesday last time I checked.
It's still lame. There is virtually nothing to the game mode. No secondary objectives, nothing to do but stand in place next to a non-functional doodad and wait. Matches are little more then Team Death Match because the game mode has no depth to it.Personally I'm hoping that the current game mode is a placeholder, something whipped up in 10 minutes for testing purposes. There is an "Advanced Assault Mode" schedualed if I remember right and I'm hoping it's the real version and will be replacing this.MWO is supposed to be an objective focused game, but there really is no objective beyond "kill everything" at the moment. Capturing a base, especially fast capping is so insanely boring that I hate even winning that way. I've been tempted to TK just to stop people from doing it.

#6 TheMightyWashburn

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Posted 18 November 2012 - 11:43 AM

Nope. No change.

You can actually prevent base races pretty easily. Before the countdown stops press y and then the string "lets defend". AMAZINGLY pugs actually follow orders pretty well. OOOOR. Just defend it yourself. Stop complaining about having to use strategy in an objective game.

#7 Budor

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Posted 18 November 2012 - 11:47 AM

It would be much easier if there was some small hint given once your base is getting attacked...wait a sec!

#8 Quxudica

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Posted 18 November 2012 - 11:52 AM

View PostTheMightyWashburn, on 18 November 2012 - 11:43 AM, said:

Nope. No change. You can actually prevent base races pretty easily. Before the countdown stops press y and then the string "lets defend". AMAZINGLY pugs actually follow orders pretty well. OOOOR. Just defend it yourself. Stop complaining about having to use strategy in an objective game.


You realize you are actually arguing for a simpler, easier, more casual game mode yes? The people that want it improved, want it made more difficult and more complex via extra objectives: Thus creating more strategic options and choices in the match.

#9 Mr Butterworth

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Posted 18 November 2012 - 11:52 AM

I like the idea! It seems a lot don't but I think it could be justified. If there are 8 opposing mechs nearby even if you have all 8 of your team there is still opposition. Why would the enemies just give up because you sat at their base for so much time. It makes sense to me that you wouldn't be able to completely take control of their base if they are near full strength. If at least 50% of their team is gone then you could at least say that they were demoralized and ran to fight another day.

#10 sokitumi

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Posted 18 November 2012 - 11:57 AM

I'll just throw this one out there. Actual bases with, you know, turrets and defenses. (but simple AI required... so probably never gonna happen)

#11 PerfectTommy

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Posted 18 November 2012 - 12:02 PM

I have said it before, but I would like Assault to be tweaked so that if an enemy mech is in EITHER your base or their base, you can't capture their base.

Right now the timer stops if you're trying to cap and an enemy steps into their base.

I would like it if the timer also stops if the enemy is on YOUR base. So no more no-fight games where both teams rush past each other in a base capping race. You'd have to make sure you have a defense team. You'd have to actually think and act tactically rather than relying on pure speed.

I would like that.



-PT

#12 Quxudica

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Posted 18 November 2012 - 12:13 PM

View Postsokitumi, on 18 November 2012 - 11:57 AM, said:

I'll just throw this one out there. Actual bases with, you know, turrets and defenses. (but simple AI required... so probably never gonna happen)


I've been suggesting that since, well around when I first joined. Something armored, with missile defenses and enough basic fire power to keep away a couple lights or mediums. My thought was a base-unique ballistic turret that did low damage, enough so that lights/mediums can't just stand still but a good light/medium pilot could still avoid the fire (since it's ballistic and not laser) and do significant base damage without defenders coming back.

You could potentially add power generators to the map that if destroyed will cripple base defenses, thus adding depth via a secondary, optional objective that is no less potentially crucial. Destroying a generator could bring most of the turrets offline and maybe slow the rate of fire for the operational ones.

Defenders would have to consider at match start how much protection they want to offer their generator (which would be out of LoS of the base and a decent distance away). Perhaps place the missile defenses on destructible turrets around the base, so that they themselves become another objective if your team is missile heavy. Faster lights/mediums/heavies rush in focusing down the AMS turrets (which would have extremely limited range to limit effectiveness for turtling). If you flank with an Assault, the Assaults armor should be enough to easily weather, though not entirely shrug off, the fire from fully active bases - keeping their role intact.

Such an addition would add so much to the game mode, so many more interesting decisions to be made and things to consider before going in. What do or don't you protect and how much of your force do you dedicate to it while also trying to take out the enemy base.

Would be so much more fun then what we have at the moment.

#13 Eidoen

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Posted 18 November 2012 - 07:59 PM

View PostDagnome, on 18 November 2012 - 11:27 AM, said:

This is a "Base capture" game mode. They will be releasing new game modes as time goes on, I am bored of people trying to "adjust" this mode as if it will be the only one in the game. "Assault the objective" hence the game mode 'Assault".


But your not "Capturing" anything if the entire team is still able to fight. The game is called mechWARrior......its about conflict and war. Its not about rushing to the other teams objective and capping it so fast so that they dont even have time to get back to it to defend. It also encourages those people that all they do is stand on capping points to actually play the game. Its broken how it is now and will effect the survival of this game long term.

View PostTheMightyWashburn, on 18 November 2012 - 11:43 AM, said:

Nope. No change.

You can actually prevent base races pretty easily. Before the countdown stops press y and then the string "lets defend". AMAZINGLY pugs actually follow orders pretty well. OOOOR. Just defend it yourself. Stop complaining about having to use strategy in an objective game.


Wow...I dont know what else to say except that you, Sir, must be a mentally challenged midget if you think the current game play involves "strategy". Your ignorance to what strategy actually is ASTOUNDS me. So are you the one that stands in the base as an Assault Class mech and launches nearly ineffective LRM's the entire game till the team is dead? Don't you get it there is no strategy in the current game mode. It consists of this "everyone go right down the 3 line" and WIN. How is that strategy? Your entire argument involves something that doesnt exist right now.

Yes..I could defend the base myself...against the entire enemy team....if I wanted to stand around until I get slaughtered. Let me guess you either like to stand there in a friendly base launching LRMs pretending your actually doing something.....or you like to run a 140KPH Jenner and sit in the enemy base without firing a shot. As a Mechwarrior fan I can tell you that no where in the entire cannon (Books, Table Top, RPG) does just sitting at an opposing forces base mean "You win".
----------------------

Thus my responses. I know there are new game-modes coming out...I am looking forward to them. I was simply providing a suggestion for improving current game play and preventing wins without shots fired. I didnt think that the trolls would be out saying "Its fine the way it is!" but hey every game has them. I guess I just thought this genre would attract a different crowd of people.

Thus....Good Hunting.

and....TROLL ON!

#14 dF0X

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Posted 18 November 2012 - 08:07 PM

View Postsokitumi, on 18 November 2012 - 11:33 AM, said:

It's a weak format. Sorry. It's a level of tactics that borders on pedantic. New games modes will be most welcome, but doesn't affect the fact that this one's lame as hell.

I don't think you understand what pedantic means

#15 Critical Fumble

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Posted 18 November 2012 - 08:32 PM

View Postsokitumi, on 18 November 2012 - 11:33 AM, said:

It's a weak format. Sorry. It's a level of tactics that borders on pedantic. New games modes will be most welcome, but doesn't affect the fact that this one's lame as hell.

View PostDesrtfox, on 18 November 2012 - 08:07 PM, said:

I don't think you understand what pedantic means

I do, I have a dictionary extension on Chorme :(

I think you meant to say "pandemic", not "like a pendant (necklace charm)".

I can't agree with your assessment, either. If you force a team to score X kills before caping, you would remove the "Hail Mary" comeback from the game, making a losing match winnable if and only if you can score the needed kills and then get the cap.

The tactics of the game would change from needing the capability to spread your forces out to fight, cap, and protect your cap to moving together in the largest possible group until you're nearly dead, when you then run off and power down so the other team doesn't have enough kills to cap.

It would be nice, though, if the capture speed was limited somehow. Having a maximum capture speed or, as someone else suggested (I forget who you are, sorry), give diminishing returns on additional capturing mechs.

#16 Keifomofutu

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Posted 18 November 2012 - 08:38 PM

I agree seems a little silly that one of the more common ways to lose games is lights or mediums without both side torsos somehow "capping your base".

The state some of these cap mechs are in they shouldn't stand a threat to anything.

Edited by Keifomofutu, 18 November 2012 - 08:38 PM.


#17 Streeter

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Posted 18 November 2012 - 09:09 PM

View PostTheMightyWashburn, on 18 November 2012 - 11:43 AM, said:

Nope. No change.

You can actually prevent base races pretty easily. Before the countdown stops press y and then the string "lets defend". AMAZINGLY pugs actually follow orders pretty well. OOOOR. Just defend it yourself. Stop complaining about having to use strategy in an objective game.



I agree with this post except from "pugs actually follow orders pretty well." They are so bad its almost better to tell them to do the opposite thing as they are more likely to end up doing what you want. At the moment Im finding Pugs are even more frustrating than client crashes and bugs. Im all out of face palms and 8 v 8 cant come soon enough.

#18 Obadiah333

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Posted 18 November 2012 - 09:29 PM

View PostStreeter, on 18 November 2012 - 09:09 PM, said:



I agree with this post except from "pugs actually follow orders pretty well." They are so bad its almost better to tell them to do the opposite thing as they are more likely to end up doing what you want. At the moment Im finding Pugs are even more frustrating than client crashes and bugs. Im all out of face palms and 8 v 8 cant come soon enough.


Indeed. Sometimes, someone will ask - "what's the plan?" at the start of the match. Sometimes I respond with "wander off individualy and die horribly." A lot of times that's exactly what happens. Not sure if that qualifies me as a medium or what.

#19 Eidoen

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Posted 19 November 2012 - 04:10 AM

View PostCritical Fumble, on 18 November 2012 - 08:32 PM, said:

I do, I have a dictionary extension on Chorme ;)

I think you meant to say "pandemic", not "like a pendant (necklace charm)".

I can't agree with your assessment, either. If you force a team to score X kills before caping, you would remove the "Hail Mary" comeback from the game, making a losing match winnable if and only if you can score the needed kills and then get the cap.

The tactics of the game would change from needing the capability to spread your forces out to fight, cap, and protect your cap to moving together in the largest possible group until you're nearly dead, when you then run off and power down so the other team doesn't have enough kills to cap.

It would be nice, though, if the capture speed was limited somehow. Having a maximum capture speed or, as someone else suggested (I forget who you are, sorry), give diminishing returns on additional capturing mechs.



What if you put the limiter as XX% of either team is eliminated? Then you maintain the "hail mary" option without encouraging the first one to the base wins "tactic". Your not capturing anything if the entire team is still alive and able to fight. It really doesnt make sense. I can just see a batallion of Wolf's Dragoons standing around talking about how they have to pack up and leave because the other guys stood in a box for long enough to consider it captured.

Dragoon Lead: "Well boys...nothing more we can do here! Lets pack it up and head home."
Dragoon 1: "But sir...we didn't even fire a shot"
Dragoon Lead: "Yeah I know..but them's the rules!"

What I have a problem with is the "Win" with no shots fired while the other team is sweeping the map looking for contact. Its like watching a football game and neither side is actually trying to score they are just on each side of the field expecting the game to end at any moment.

#20 SPARTAN 104

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Posted 19 November 2012 - 04:56 AM

View PostDagnome, on 18 November 2012 - 11:27 AM, said:

This is a "Base capture" game mode. They will be releasing new game modes as time goes on, I am bored of people trying to "adjust" this mode as if it will be the only one in the game. "Assault the objective" hence the game mode 'Assault".

I keep hearing that story a lot. Too bad it won't matter by the time they release them if at all. They got to get the game working before they can add new maps. River City vanilla almost broke the game. You really think we gonna get a new mode and map on a working level is an outright riot. We even asked them to just take the bases away. They couldnt even do that. I hope i'm wrong and you are not delusional. I sadly live in the real world.





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