Conquest Mode Details Announced
#61
Posted 13 December 2012 - 07:53 PM
#63
Posted 13 December 2012 - 07:58 PM
Lokust Davion, on 13 December 2012 - 07:14 PM, said:
My exact thoughts too. It's basically 3 more bases a map and some minor gameplay changes regarding how capture works. No new maps and same used base model? It just seems a little lazy. I'm happy for another mode and it might turn out to be more fun and popular than Assault but I was hoping for a lot more. It reminds of Tribes Ascend and all their minor modes which barely anyone plays (Blitz CTF, Capture & Hold, etc). I would have been much happier with just a FFA deathmatch mode because I love FFA and it'd fix queuing at the same time as everyone would solo queue, no premades.
Edited by Fastidious, 13 December 2012 - 07:59 PM.
#64
Posted 13 December 2012 - 08:01 PM
vifoxe, on 13 December 2012 - 07:53 PM, said:
PGI, you NEED respawn for a conquest game mode.
One word: no. That's one great idea in this game. Hopefully makes people think what they're doing at times instead of blindly running in as there would be no repercussions.
#65
Posted 13 December 2012 - 08:15 PM
Made much more sense to me than the current iteration. I fear the basic strategy will be to ambush 2 or 3 mechs trying to capture a spawn point by your entire force, then proceed to destroy the rest of the mechs. I wouldn't be surprised if both teams would rush, say, 3 line in Caustic Valley and it'll be assault all over again.
Again, light mechs with ECM will dominate this type of game...
#66
Posted 13 December 2012 - 08:23 PM
As for the Conquest concept, at this point I'm open for any change in the game, so I'll take whatever bones PGI throws this doggie. As others have mentioned, it might be enough to nudge players to actually leave their base rather than camping at it, or making that ECM cloak run to cap the enemy base. Be a bit tougher now with additional bases in the mix.
I'm cautiously hopeful for Conquest mode.
#67
Posted 13 December 2012 - 08:24 PM
This is the depth of what we have to look forward too?
Fair enough.
#68
Posted 13 December 2012 - 08:27 PM
I picked all the problems with the current game mode before i played and was proven correct, however this is more complex.
I do expect that most will end up being death before the cap out which is still better than the no shots fired vapours we have now. It seems to give you a chance to recover from caps rather than a hard game end which is nice.
If all it does is encourage people to fight more i am happy, but I think groups of lights and faster mechs will certainly be even more viable in capping and counter capping.
One thing that has not been mentioned which I think is an integral part of what the devs THINK will be important is that you keep what you mine. So if you get 700 points and the enemy only 300 or something, but then your last mech dies .. Your team gains some extra cbills even though they lose.
It adds another element certainly, but I don't know how well it will work in funnelling player behaviour yet. If the rewards are too small it will not, too big and you end up with some sort of farming mode.
I would like to see a 4 spawn limit using the 4 quick action points which all can use with trial mechs, but for the moment this seems to be a more complex and probably better game mode than assault even if it is not perfect.
#69
Posted 13 December 2012 - 08:36 PM
#70
Posted 13 December 2012 - 08:38 PM
#71
Posted 13 December 2012 - 08:45 PM
Windies, on 13 December 2012 - 08:36 PM, said:
You can choose which to attack and defend so it is something close. However, teamwork is even more vital as if you are being rushed by a lot of enemies you can retreat unless you are a poor assault then you get swamped and die.
I would still prefer if each base did something more than just give points. If each had some sort of unique property like being able to launch artillery strikes, or give you a static ECM, or a radar or something.
#72
Posted 13 December 2012 - 08:47 PM
Put the "sim" in your "simulator" please.
#73
Posted 13 December 2012 - 08:50 PM
Asmudius Heng, on 13 December 2012 - 08:45 PM, said:
Hence why I think this is going to be nothing but a light rush game mode.
#74
Posted 13 December 2012 - 08:59 PM
LionZoo, on 13 December 2012 - 06:06 PM, said:
1) I can see how this game mode will favor faster Mechs, but maybe not light Mechs. The need to remain in the capture zone will place a bit of a premium on toughness. My initial expectation is that Cicadas or fast heavies like the Dragon will be favored. At least in the beginning.
2) The payout seems awfully low. 18,750 for a win? I hope that's on top of what is paid for winning/losing a match and not as a way to replace the payout.
I think that 18750 is in addition to the usual match earnings.
#75
Posted 13 December 2012 - 09:00 PM
Windies, on 13 December 2012 - 08:50 PM, said:
Hence why I think this is going to be nothing but a light rush game mode.
I think light rushes are going to be common yes, but I see that as an issue with the power of lights, net code, current ECM implementation and no knockdown.
If lights were actually more vulnerable then a light rush that hits a point defended by an assault or two might bleed hard ... Right now they just laugh.
Legitimate concern but i think that is not the game modes fault =\
Edit: this is the sort of game mode i thought would make the differences in weight more viable with fast lights being bale to pull of strategic capturing but would run away from any other mech in fear of being slammed.
With the durability and power of lights due to various reasons they are fitting powerhouses as well as strategic powerhouses and this is a problem
Edited by Asmudius Heng, 13 December 2012 - 09:04 PM.
#76
Posted 13 December 2012 - 09:01 PM
#77
Posted 13 December 2012 - 09:08 PM
So people play more defensive with builds set up to harvest light corpses and they'll eventually stop.
Those one sided attempts at victory can be stopped cold and the uncreative players will go back online in attempts to "net up" another strategy because they are terrible at the game and can't formulate their own fluid tactics with the initiative of their lance mates.
#78
Posted 13 December 2012 - 09:11 PM
pesco, on 13 December 2012 - 06:07 PM, said:
- First of all, this sounds like a nice sound game mode; because it is basically a straight-up copy of the Terrain Control mode of Mechwarrior: Living Legends. IMHO this should have been in the game since day one, possibly to the exclusion of "Assault".
- "In Conquest, players will vie over Germanium resource collectors. These mobile mining units refine Germanium for the team that controls them. The more units under a team’s control, the faster that team will be gathering resources."
This is really cheesy. I would have highly prefered a purely abstract form of "strategic point". That would have been much more believable than magic oil rigs. Really, they suck the Germanium right out of the earth or what? Uninspired and silly. m( - "Conquest", eh? The naming is as inappropriate as "Assault". If you were going to literally copy MWLL's game mode, you might as well have taken the name with it.
- Once again, reward payouts are not believable. Trashed two lances of multi-million C-Bill Mechs for 18,750CB worth of magic ore? Good job!
Seriously?
MW:LL did not invent this mode. Plenty of games have it.
Also you're shooting the crap out of those mechs. How much do you really think would be intact? Or even better: THAT SCORE HAS NOTHING TO DO WITH THE MECHS YOU DESTROY!
#79
Posted 13 December 2012 - 09:14 PM
A game mode like this is going to need maps 4-5 times larger than our biggest maps.
I've yet to see anything dynamic in this simulator or any prospects for such features.
#80
Posted 13 December 2012 - 09:17 PM
Why didn't you put in a true 'assault' game type? One side defends something and the other side tries to blow it up. Simple, straight forward, and fun.
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