Jump to content

I Like The Direction Conquest Is Going...but Some Things I'd Like To See In Order To Flesh It Out


17 replies to this topic

#1 CocoaJin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,607 posts
  • LocationLos Angeles, CA

Posted 14 December 2012 - 12:39 AM

With the recent info on Conquest I have to say I like the direction, but I find it still a bit superfical and simplistic.

I'd like to see there being more than sitting on nodes and getting paid. There is a break in the story line, we just grab a node and automagically get paid regardless of if we win or lose. How about there be some tactrics/strategy in terms of how these resources get to market?

How about we grab a node and accumilate the resources, but the pay out doesnt come from camping a node, but by protecting AI logistic lines as they transport these resources from the node to off map staging areas. How about each node have a or several Germanium carrier(s) that departs the owned nodes every few minutes and drive back toward our side's start point and off the map, or they drive the shortest distance toward out of bounds(utilizing solid terrain as routes of transport, no water crossings).

So you dont get paid for what the nodes accumilate, but what the carriers/transports get off map. This will encourage even more dynamic tactics and strategies and explain why the "losers" are able to still get paid for what they get out of the area. You can even have starship transports sitting in the distance out of bounds as static or semi-static features that cant be attacked(they are too far away), and lift-off once the 750 units is reached by their respective side, or thier portion of the 750 units is reached(3 ships would mean each lifts as they reach 250 units, end game is when a side's last ship lifts or thier is no more ore to move out). Seeing oppossing ships lift-off in the distance would be an ominous sign opf pending failure if you cant get all your ships off before thiers.

Things would get really interesting if a node only had so many carriers/transports to send out, so killing enough of them would prevent the other team from even gaining 750 units. So the end game is either reach 750 units or the most units before the transports run out. Theoretically, transports could go both ways to and from the off map staging areas. So destroying a couple could even slow down the rate in which that node can move the ore off map.

Lastly, a banner that says,"you are about to win or lose" makes the match sound too much like a game or sport, it should be some thing more official, more significant and representative of this being a life and death struggle by geo-political powers, not some superfical and temporary match result...its called immersion. Technically, there is no win or lose if both sides get paid for their payloads...you only sort of lose if your team gets wiped out...and even then, you still get paid. You guys need to come up with some other progress alert that doesnt have "game" written all over it.

Discuss...

Edited by CocoaJin, 14 December 2012 - 02:48 AM.


#2 GalaxyBluestar

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,748 posts
  • Location...

Posted 14 December 2012 - 12:44 AM

GREAT IDEA! we'll have proper defence missions there. longrange and scouting will have a greater role and you'd have to think about whether brawlers should be aggressors or defenders etc. I WANT THIS!

#3 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 14 December 2012 - 12:47 AM

A kind of convoy escort mission? Interesting. But difficult to implement fairly, the convoy will need some endurance...

#4 Ascendent

    Member

  • PipPipPipPipPip
  • 189 posts

Posted 14 December 2012 - 01:35 AM

This sounds more like one of the old MW2 merc missions. I would love it, but it would definitely need some polish to make it work Great idea.

#5 Paper Airplane

    Rookie

  • 2 posts

Posted 14 December 2012 - 01:49 AM

I wish they would go to town. These modes are too well polished for mass consumption.

To put it in analogy, stop throwing us processed loafs of white bread, and chuck us something raw from the garden.

#6 zverofaust

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,093 posts
  • LocationMontreal

Posted 14 December 2012 - 02:01 AM

View PostPaper Airplane, on 14 December 2012 - 01:49 AM, said:

I wish they would go to town. These modes are too well polished for mass consumption.

To put it in analogy, stop throwing us processed loafs of white bread, and chuck us something raw from the garden.


That's a terrible analogy since PGI has done just that; thrown us hastily thrown together placeholder features.

#7 CocoaJin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,607 posts
  • LocationLos Angeles, CA

Posted 14 December 2012 - 02:55 AM

View PostMustrumRidcully, on 14 December 2012 - 12:47 AM, said:

A kind of convoy escort mission? Interesting. But difficult to implement fairly, the convoy will need some endurance...


Agreed, a carrier could actually be represent as several carriers in-game, so that each carrier represents some portion of the total "carrier" HP. since each carrier has a fixed payload, te game would just multiply the fixed payload by the percentage of remaing HPs as they/it reaches out of bounds.

Total HP could be that of a Commando...maybe? We can assume these are hardened/armored transports, but no weapons. I guess they should move at a descent clip, like 80km/hr. Perhaps they wouldnt follow a purely straight line or even drive in a conga line. Perhaps they split up when under fire, have some pre-defined or dynamic heading changes to attempt to evade direct fire weapons. Perhaps a target lock on them would them would inititate the evasive maneuvers...maybe they'll need to have some lesser version of ECM, or just shorter detection ranges to make guided missile attacks harder.

#8 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 14 December 2012 - 03:05 AM

View Postzverofaust, on 14 December 2012 - 02:01 AM, said:


That's a terrible analogy since PGI has done just that; thrown us hastily thrown together placeholder features.

Sun Tzu,
Every Plan...Enemy!
Give us a glimpse of your awesome skills at scenario building. Go on Dazzle us!

#9 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 14 December 2012 - 03:25 AM

View PostJoseph Mallan, on 14 December 2012 - 03:05 AM, said:

Go on Dazzle us!

Dazzle costs MC, no chance..

#10 zverofaust

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,093 posts
  • LocationMontreal

Posted 14 December 2012 - 03:28 AM

First off, this idea will never be implemented. PGI simply doesn't have the resources to pull this kind of Tower Defense nonsense off.

Secondly, I think the idea is nonsense.

Third, I think this Conquest mode is going to be nonsense, because this isn't a respawn BF3-style game; you get one life, and death is permanent.

I'd much rather see much-needed improvements to the current game mode. Y'know, fix what's already in the game and plays like crap, rather than continue cramming more crap in.

#11 GalaxyBluestar

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,748 posts
  • Location...

Posted 14 December 2012 - 04:30 PM

View Postzverofaust, on 14 December 2012 - 03:28 AM, said:

First off, this idea will never be implemented. PGI simply doesn't have the resources to pull this kind of Tower Defense nonsense off.

Secondly, I think the idea is nonsense.

Third, I think this Conquest mode is going to be nonsense, because this isn't a respawn BF3-style game; you get one life, and death is permanent.

I'd much rather see much-needed improvements to the current game mode. Y'know, fix what's already in the game and plays like crap, rather than continue cramming more crap in.


for f*%$ sake does this guy do nothing but troll these forums putting every concievable complaint and negative spin on every possible aspect the game has or could have? WHY THE HELL ARE YOU HERE!!?!?!?!

#12 p00k

    Member

  • PipPipPipPipPipPipPipPip
  • 1,661 posts

Posted 14 December 2012 - 04:34 PM

lagshield, ecm, and now multiple objectives to run around between. i really didn't want to get a raven, but at this point might as well

#13 CocoaJin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,607 posts
  • LocationLos Angeles, CA

Posted 14 December 2012 - 09:32 PM

Im not sure an ECM Raven is going to be a requirement for Conquest. I'd think such objectives will create multiple roles one could fill...at least one of those could certainly be filled by ECM and/or a speedy mech, but I also feel their will be a place for "speedy" mediums and heavies...even a slow heavy/assault will likley have its place.

I assume the current structures at the bases will also be at the Conquest capture nodes. If so, they'll provide some protection from LRMs due to thier hieght, allowing most heavies to have some limited cover while defending nodes.

That being said, I could see Dragons and smaller mechs being the normal drop units.

#14 GalaxyBluestar

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,748 posts
  • Location...

Posted 14 December 2012 - 09:38 PM

View PostCocoaJin, on 14 December 2012 - 09:32 PM, said:

Im not sure an ECM Raven is going to be a requirement for Conquest. I'd think such objectives will create multiple roles one could fill...at least one of those could certainly be filled by ECM and/or a speedy mech, but I also feel their will be a place for "speedy" mediums and heavies...even a slow heavy/assault will likley have its place.

I assume the current structures at the bases will also be at the Conquest capture nodes. If so, they'll provide some protection from LRMs due to thier hieght, allowing most heavies to have some limited cover while defending nodes.

That being said, I could see Dragons and smaller mechs being the normal drop units.


that's why i think it will be good, new demands for mech roles and gameplay, diversity will come back as the scouts can't be everywhere at once. the more we work on this mode the better!

#15 Cargo Bane

    Member

  • PipPipPip
  • 70 posts
  • LocationVirginia

Posted 14 December 2012 - 09:51 PM

You guys are all fooling yourselves. Kill All mechs is all that will matter.

There will be two modes to Conquest:
1 The light lance that can avoid the other spread out team and cap win
2 The heavy lance that chews up the spread out team trying to multi cap.

There will be no point to dividing your mechs, they will fodder to whatever they encounter. Because the only thing that matter is killing all mechs = win
Therefore, application of max firepower to every target in order until all are dead is all that matters.

Magic ore and little bases spread out on a too small map won't do squat but create easier picking for the application of concentrated fire.

#16 CocoaJin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,607 posts
  • LocationLos Angeles, CA

Posted 14 December 2012 - 10:04 PM

View PostCargo Bane, on 14 December 2012 - 09:51 PM, said:

You guys are all fooling yourselves. Kill All mechs is all that will matter.

There will be two modes to Conquest:
1 The light lance that can avoid the other spread out team and cap win
2 The heavy lance that chews up the spread out team trying to multi cap.

There will be no point to dividing your mechs, they will fodder to whatever they encounter. Because the only thing that matter is killing all mechs = win
Therefore, application of max firepower to every target in order until all are dead is all that matters.

Magic ore and little bases spread out on a too small map won't do squat but create easier picking for the application of concentrated fire.


Meh, so maybe the spread out team is able to cap and grab enough ore to off set the lose by death. At some point, the team who is killing off the other team will want to capitalize on the extra money to be made on ore, they'll have to spread out to cap and hold nodes because leaving just one enemy alive will allow him to grab nodes for himself.

All those nodes will require even a full team to split into two for each node, a wounded team will likly have loners on nodes or no one on some nodes. So now they have a choice, spend a bit of time waitin for 750 units, kill off the stragglers and not get the extra money from nodes, or try and get the money, leaving some of their teammates alone on an island.

Because lets be honest, why even play Conquest unless you want the extra money?

#17 SpiralRazor

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 2,691 posts

Posted 14 December 2012 - 10:16 PM

View PostMustrumRidcully, on 14 December 2012 - 03:25 AM, said:

Dazzle costs MC, no chance..



This..

50 MC per match you want to launch like this one.

#18 Cargo Bane

    Member

  • PipPipPip
  • 70 posts
  • LocationVirginia

Posted 15 December 2012 - 12:07 PM

View PostCocoaJin, on 14 December 2012 - 10:04 PM, said:

why even play Conquest unless you want the extra money?


What money? An max extra of 18k CBills is nothing.
Maybe if it was x100 instead of x25, then I could see the ore being worth something. But at the x25 rate I don't see it.

Edit: in review, I think x100 was a little over reactive. That might be over the top a little, but x25 is still small

Edited by Cargo Bane, 15 December 2012 - 12:40 PM.






2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users