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***suggestion***concerning Base Capture


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#21 Choombatta

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Posted 19 November 2012 - 05:46 AM

I know the game is named Basketball, but I prefer Football.
Can we please change Basketball to be Football?

#22 Critical Fumble

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Posted 19 November 2012 - 06:08 AM

View PostEidoen, on 19 November 2012 - 04:10 AM, said:

Your not capturing anything if the entire team is still alive and able to fight.


Unless capturing it prevents the other team from fighting. For instance if that anomalous structure houses your network hub, and being near it lets a mech hack it and transmit your exact locations to an orbital fleet. And you thought the sharp 90 degree turn Artemis LRMs were bad.

But at this point we're arguing over abstractions, not actual gameplay.

To be honest, I've rarely seen what you're talking about. Yeah, its one of those *facepalm* moments when it does happen, but any alternative would have its own set of issues.

X many kills to cap? Just sacrifice that number of mechs while the rest of the team caps.
Cap unlocks after x minutes? Good, enough time to ninja the assault mechs up there.
No cap? Welcome to 15 minutes of "Find the Powered-Down Commando".

I guess what I'm really trying to say is, its not really the game that's broken, its your teammates. If its really getting to you, the only advice I have to offer is to play more premade matches and fewer random drops. I don't really get frustrated easily in this game; but then I played WoT without shattering my keyboard.

#23 PerfectTommy

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Posted 19 November 2012 - 06:11 AM

As I said, just make it so the cap timer stops if an enemy mech is in EITHER base.




-PT

#24 Joseph Mallan

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Posted 19 November 2012 - 06:20 AM

View PostChoombatta, on 19 November 2012 - 05:46 AM, said:

I know the game is named Basketball, but I prefer Football.
Can we please change Basketball to be Football?

Well if I'm playing Basketball (hardly ever) It's more Pro Wrestling, so I vote for changing the name to Cricket! ;)

#25 Choombatta

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Posted 19 November 2012 - 06:42 AM

View PostJoseph Mallan, on 19 November 2012 - 06:20 AM, said:

Well if I'm playing Basketball (hardly ever) It's more Pro Wrestling, so I vote for changing the name to Cricket! ;)


Yes, and while we are at it, let's make 3 point shots illegal, you must pass to a forward to slam dunk.
Slam dunks are the only way to score points.
I mean, it is not fair that someone can shoot from outside the zone, and yet, still get more points than the forward who has to expose himself to a foul to be able to slam dunk.

#26 Taiji

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Posted 19 November 2012 - 06:53 AM

View PostEidoen, on 18 November 2012 - 11:22 AM, said:

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?



IMO these really quick rounds suck and it's hurting the game a lot.

I'd just use a timer - So the base is not capturable until 5 mins in.

Edited by Taiji, 19 November 2012 - 06:55 AM.


#27 Penance

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Posted 19 November 2012 - 06:58 AM

View PostEidoen, on 18 November 2012 - 11:22 AM, said:

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?



People prefer the base rush win since it nets you MORE MECH XP, and I believe extra general XP. So I'm all for base caps.

What I'd like to see is:

Base Destruction: I think this was in, then removed a few patches ago. I think bases should be able to be shot and destroyed as opposed to the standard cap method. Destroying a base yields less XP / Cbills than a cap, and enemy destruction.

I was in a match the other day that was very competitive. My team lost, I was in a jenner capping the base, and was almost completed, when my last team member died, and the enemy team pounced on me. We should've won this, and would've been able to if I could've damaged the base with my weapons. It was quite annoying to have that match ripped away.

Armed Bases: They implemented those new bases in the last patch...all large and defenseless. Some SRMs and lasers would be a nice touch, that we could also pick off individually.

Edited by Penance, 19 November 2012 - 06:58 AM.


#28 Joseph Mallan

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Posted 19 November 2012 - 06:59 AM

View PostChoombatta, on 19 November 2012 - 06:42 AM, said:


Yes, and while we are at it, let's make 3 point shots illegal, you must pass to a forward to slam dunk.
Slam dunks are the only way to score points.
I mean, it is not fair that someone can shoot from outside the zone, and yet, still get more points than the forward who has to expose himself to a foul to be able to slam dunk.

;) 3 pointers are OP! :o

#29 Duilliath

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Posted 19 November 2012 - 07:41 AM

I agree that the current base assault mode needs some serious tweeking. Base rushes and trades are annoying as hell, and just not fun, for either side. I do like the idea of having bases with defenses, maybe even include walls and automated gates. Two problems with that, though. First being that it's not believable, to me anyway, to have two opposing factions with entrenched bases so close to each other. Secondly, such things are a long ways off yet for this game.

Tbh, the current mode is something the devs slapped into the game to get gameplay going for beta. The "bases" are there simply to ensure you don't have the aforementioned hunt for the powered-down Commando. It really could have been implemented better, though. I'd propose a single cap point near the center of the map which could run down either teams base hp. It would eliminate the whole bd their base with your entire team type gameplay and promote conflict. The only downside being that it pretty much means everyone would always rush that center point. I'd probably suggest that having more mechs on the point doesnt give a speed boost to cap. That would ensure that people wouldn't just be able to rush the whole team onto the point recklessly. They'd get chewed up trying that.

Beyond that, I'd like to see another mode in which there were a number of points around the map to cap and hold to both swing the game you way to run down the enemy base, and to give added benefits such as automated defenses or a radar tower. This, again, is really far out from being implementable, but would add a good deal of depth to the gameplay.

#30 Ketzktl

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Posted 19 November 2012 - 07:43 AM

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)


Just let dead players take over the turrets in the base. No AI needed, lets dead players do something and means that the more mechs in the field that get killed, the tougher the base defenses get.

#31 Taryys

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Posted 19 November 2012 - 07:47 AM

I have not read the whole thread, but I am thinking that the conquest mode will have more base capturing fun in it than you can shake a stick at, and we will find the given and basic assault mode a refreshing change of pace. ;)

#32 vifoxe

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Posted 19 November 2012 - 07:47 AM

How about we get rid of the two team bases and put a neutral one in the middle? This will drive conflict better.

#33 Eidoen

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Posted 21 November 2012 - 08:16 AM

View Postvifoxe, on 19 November 2012 - 07:47 AM, said:

How about we get rid of the two team bases and put a neutral one in the middle? This will drive conflict better.


King of the hill type? Two forces fighting for and holding the most strategic point on a map? I like that. I actually prefer it more than two bases.

#34 Viper69

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Posted 21 November 2012 - 08:23 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.


*looks for conquest*

#35 Shakkar

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Posted 21 November 2012 - 08:31 AM

the same **** like in world of tanks..
i really dont know who like a caprace...
its lame, its cheap ... but some ppl told me that is just a tactic..lol..yeah, well done..

#36 Zeh

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Posted 21 November 2012 - 08:40 AM

View PostPerfectTommy, on 18 November 2012 - 12:02 PM, said:

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


Umm... So what happens when there are 2 or 3 mechs left per side... and they are on the opponents bases? Neither can cap... because you're on each others' bases... but you can't leave and go kill the other side, because the second you leave THEIR base, they start capping your base... And you can't leave one and send two to defend... because they have 3 there...

This would lead to ridiculous stalemates and waiting out the clock, wouldn't work whatsoever.

#37 Mercules

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Posted 21 November 2012 - 08:48 AM

For those complaining that the other team just rushes past them and caps or they "miss" the other team. HOW?!?

If your base gets captured it is your side's fault. End of story.

"But I was busy shooting at a..." Nope, your side's fault, situational awareness extends beyond your firing reticle.

"We all mobbed together so we could focus fi..." Nope, your side's fault after all it would be stupid to attack that clump head on without splitting it up and what better way to split it up than force you to respond to your base being captured? You didn't or couldn't respond? Not my fault.

"We didn't see them co..." Well you shoulda looked chumley, your side's fault.

"We would have looked but splitting up means..." Fastest mech on your side breaks off to check the hidden approaches.

"We have to work with these PUGs and th..." So work with them, type in, "Can someone check the 3 Line? Someone go right?" or DO THE JOB YOURSELF in your 4 man team. Have someone who can check those areas even if it is a fast medium or even Dragon.

Crying about "Base Capping" says to me that you really don't get how to stop it, or don't care to figure out how to stop it. It's really not that hard and 10 times out of 10 stopping the base cap leads to a fight... you know that fight you are trying to get into. The key is to try and get it to lead to a fight on your terms and not your opponents. That is the fun and difficult part.

Basically it boils down to this: Find the enemy. Figure out where they are headed. Don't let them go there.

#38 Sevaradan

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Posted 21 November 2012 - 08:52 AM

***SUGGESTION***

There's a suggestion forum and this belongs there.


Edited by Sevaradan, 21 November 2012 - 08:52 AM.


#39 Trauglodyte

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Posted 21 November 2012 - 08:55 AM

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.


Somebody got a new roll of vocabulary toilet paper ;)

#40 Dwigo

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Posted 21 November 2012 - 08:56 AM

They could just double the maps for the game by copying them all and removing base cap to get deathmatch maps ;)





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