JebusGeist, on 29 November 2012 - 04:31 PM, said:
Now, if I were just as much of a problem, what you just read would have involved me pouring through your video for any word or phrase that I could form into a semantic argument for the purposes of avoiding even acknowledging any of the points you are making.
So exactly the same problem with the current implementation except without the bases you can choose where to set up a defensive position, but it also allows the other team more flexibility to change their angle of attack and not expose their base. This leads to gameplay where a camping enemy can be attacked from multiple angles and can be flushed out of cover by good tactics unlike the current system where a single base is a gravity well for where you defend from.
TDM gives more flexibility because the same outcomes CAN happen in either mode but at least without a game ending base cap you can pick and choose when and where you engage across an entire map. Therefore TDM variability and tactics while assault mode or whatever they call it is more limited.
Multiple cap points that did not force a game end unless ALL bases were capped perhaps would stop people camping as much and would allow a team to choose which bases they wanted to hold, or when they should abandon one to take another if it gave them a better advantage in positioning. Add to that incentives to take each base that are not game ending but aid in your tactical warfare and you have tactical choices to make and are incentivised for it, but falling back off a base becomes an option that does not end the game but forces a repositioning - or something you want to defend and will do it to your dying breath - you have CHOICE.
TDM has more variety than assault mode - but a well executed conquest mode that gives people choice in what to attack or defend, when to attack or defend will give even more variety ... i am hoping they really think about this hard with the next game type and do not force countdowns too quickly.