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Here Is How You 'fix' Capture Mode


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#1 Jairn

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Posted 07 December 2012 - 03:26 PM

Issue:
First, the current form of capture is not working. It is NO FUN to play a game and have one team go route x and the other route y and never meet and each stand on a patch of ground and one team 'win'. That is not what I would pay for in a game and I am sure I am not alone.

Second, I want to say that capture is a valid mode of game play. The root cause is that the maps don't support the current form of capture.

Two issues: The maps are too big. The capture timers are too fast.
For the size of the maps after you see a 'your base is being captured' message if you aren't close to base forget about it. Don't mention that it's a strategy because I hear you. It's just not a fun one. This is a game... not a cbill farm.... keep reading for my suggestion to make it fun.

Suggestion:
  • Make it so that you have to kill 20% of the team members before you can even start to capture a base
  • Reduce the rate of speed for capture
    • At 20% of the enemy destroyed you begin capturing a base
    • At 40% ote destroyed it increases
    • At 60% ote destroyed it increases again
    • At 80% ote destroyed it goes to the current timer
  • Also, make it so that you have to defend your own base. Why would you not defend your own base?
    • If each base is being captured it cancels the capture timers for both sides. Go kill that lone mech or group of mechs. Why did you leave your base undefended? That is insanity.
  • Make the timer independent of the amount of mechs standing on base.
    • You won't need all 8 to go stand on base. You just need 1 and the other 7 can skirmish and defend your base. Again 1 mech is all you need to start the timer. The timer will tick off based on the amount of mechs that are dead in battle from the other team.
This makes it so you have to battle, plan, excecute, flank, charge, regroup, rally to your base, etc. I think this is a fantastic way to fix the current issues we see with base rush groups....


What do you think?

#2 Mazgazine1

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Posted 07 December 2012 - 03:29 PM

I think it would be very interesting. I don't mind getting zero repair bills, but it is always disappointing when I don't get to blow-up something...

#3 Quad Ace

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Posted 07 December 2012 - 05:09 PM

I like this idea, but I think it would remove what little incentive there is to capture the base. Don't forget that this is an objective based gamemode. If anything, I think there needs to be more incentive to defend your own base, and I like your idea for this.

#4 Jairn

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Posted 07 December 2012 - 05:19 PM

View PostQuad Ace, on 07 December 2012 - 05:09 PM, said:

I like this idea, but I think it would remove what little incentive there is to capture the base. Don't forget that this is an objective based gamemode. If anything, I think there needs to be more incentive to defend your own base, and I like your idea for this.


Good point. If base capture happens everyone on the team gets the bonus cbills. Easy solution.

#5 Monky

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Posted 07 December 2012 - 05:31 PM

The largest problem is that there's so few mechs for so many flanking routes. 8v8, you're screwed if you split and run into a blob, but if you don't split and they do or simply go a different way faster than you do (or you're faster than them) you end up with dissatisfying fights. 12v12 on the same map and there can be a lot more coverage and overlapping fire support, decreasing the necessity of the blob rush and increasing the use of blocking movements against flankers. Also, you'll have more lights who can run back to counter.

#6 Jairn

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Posted 07 December 2012 - 07:30 PM

View PostMonky, on 07 December 2012 - 05:31 PM, said:

The largest problem is that there's so few mechs for so many flanking routes. 8v8, you're screwed if you split and run into a blob, but if you don't split and they do or simply go a different way faster than you do (or you're faster than them) you end up with dissatisfying fights. 12v12 on the same map and there can be a lot more coverage and overlapping fire support, decreasing the necessity of the blob rush and increasing the use of blocking movements against flankers. Also, you'll have more lights who can run back to counter.


I agree the current maps are broken for this type of fight. That is why I suggested the changes as we won't see new maps that are smaller and with fewer flanking routes.

#7 Jairn

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Posted 08 December 2012 - 12:06 PM

shameless bump... anyone else like this idea?

#8 Universe Man

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Posted 11 December 2012 - 02:27 PM

There is strategy in knowing when to put more mechs on a base or not to. And making the timer stop when both bases are being captured is a sure way to stalemate a game. I'm not saying your ideas aren't good...I'm just saying not all of them are ideal.

I do agree that something could be changed for the better, though.

Just don't change the map sizes. Please. I like having space to move around in.

I do like that the timer (as it is) goes faster with more people standing there. I think it's genius and makes for difficult decisions on the field. But, maybe they could limit that to 3-4 mechs max.

I wouldn't mind seeing some sort of requirement before the timer can start.

I don't think they should have to give players enough time to run back to the base when they're on the other side of the map to prevent a base capture. You ran out that far, you made a mistake. It adds to the decisions in the field. Know your speed. Know where your teammates are. If you lose to a cap, so be it.

I really like the game mode as it is, but there definitely needs to be some way to discourage (or maybe even prevent) two teams from accidentally (or purposefully) running in different directions simply to capture each others base.

#9 Red3

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Posted 11 December 2012 - 08:37 PM

I have to disagree with the OP's post.there is nothing wrong with Assault Mode as it is.

The problem is that its the only mode available, at this time. Once they add more battle modes I think you'll agree that Assault is fine the way it is.

I completly understand your POV though,as I too have gotten the feeling ,as of lately, that ECM's have turned the assault mode into "Stealth Mech Pilot Online" where being a WARRIOR is optional.

But I think once new Battle modes are released, where the "avoid combat,rush enemy base" isn't a viable method of winning a match, we will all be happier. Then the people who want to play that way can, and those that dont ,wont have to.

Personally I'm looking forward to Solaris style "King of the Hill" matches,as well as "last team standing" type matches. And anything else that requires tactics beyond "stay close to the ECM and follow to cap"

I heard that in closed beta "last Team standing" was a wash.By the end of the match it came down to chasing a Jenner around for the remainder of the match.I hope they figure out something to make that type of match viable again.

Seriously, have you spent any time in spectator mode lately? Some people just cant figure out what a targeting reticule is, or so it seems. Those people need to have a game mode that they can win too. And Assault (capture) is perfect for them.

#10 Elder Thorn

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Posted 11 December 2012 - 10:21 PM

If each base is being captured it cancels the capture timers for both sides. Go kill that lone mech or group of mechs. Why did you leave your base undefended? That is insanity.

so... both teams have 1 mech left, both start capturing, both get canceled - nobody can cap, but the one who leaves first will lose?

#11 Kitara

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Posted 12 December 2012 - 12:51 AM

I think a good way to fix the capture mode is to make light mechs capture less quickly..... a 150 kph raven can get on base to capture way too qucikly than a 55kph atlas.....

you could accomplish this by:

A: cutting the capture rate of light mechs by a percentage (say 50% less quickly)

or

B: make the mech damage the base to capture at all..... larger mechs would typically have more firepower than lighter mechs so this might be the elegent way to fix it (and plays into the heat/ammo mechanic)

or

C: slow down capture rate, but allow a mech to speed up capture by damaging the base, the more damage the more of a boost....


Just some thoughts, the lights sneak capturing the base should be an option, but not as easy as it is ATM and for those of you who havent met me on the field, I only pilot lights.

Kit





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