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Is Conquest Mode Fundementally Flawed?


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#21 Pygar

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Posted 14 December 2012 - 08:10 AM

View Postvifoxe, on 14 December 2012 - 08:08 AM, said:


I can see that working if the average match rounds don't last too long.


Which is exactly why there's no respawn...this mode would take hours to resolve battles without being able to just kill off the enemy instead. (And people would just bring that many more light mechs if they knew capture was way more important than DPS)

Edited by Pygar, 14 December 2012 - 08:13 AM.


#22 Rina Fujimoto

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Posted 14 December 2012 - 08:13 AM

I dont get why they dont just add in the 4-man drops they promised in the PC Gamer article.
They said they would eventually implement a game mode (infact I think it might have been conquest they mentioned) where you'd fight with 4 mech "respawns" per player.

Of course that would mean players with only 1 or 2 mechs would have to drop with trials, and they'd have to up the rewards to match the x4 repair bills, which, knowing PGI they'll never ever do.

I have little hope we'll ever see any of the things they mentioned in the PCG article.

#23 vifoxe

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Posted 14 December 2012 - 08:18 AM

Average conquest games last around 45 minutes. This is universal among all conquest modes in any game (except ut2k4 since you had to destroy the core). If mwo conquest lasted on average around 20-30 minutes then a limit of 4 respawns would feel like I had enough play time.

Here's another way of looking at this. We know in assault that capturing a base yields more monies. Well, can you imagine being stuck in spectator mode while the other team just let your last guy stay alive so they can get the capture win?

#24 BatWing

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Posted 14 December 2012 - 08:30 AM

My 2c about this thread:

1 - a bit too early to say "it is flawed" however this can be a constructive criticism

2 - True, the most efficent way to win is to kill a spread out target. So, if an assault force moves all together station by station, will conquer and destroy whatever in their path. However there are other variables to consider.

3 - if destroying the enemy force results to be the faster way to win, is also true you ARE NOT MAKING EXTRA MONEY. it seems to me the goal of this conquest is COLLECT valuable resources.

4 - I do suppose resources count stops when you kill the entire enemy team. Therefore, if ppl will go for the kill instead of the collection aspect, you will kill but tou will have no resources (or very low) gained, defeating the porpose of this mode.

So when i look specifically at point 3, it doesn t matter if i have "respawn capabilities" or not. Success on this Mode depends on collaterals goals.

Supposing on a Community Warfare larger picture goal, you need to achieve a certain amont of resources, you will have to go for Collection and not for Kills.
Of course, once again, lack of porpose makes this game useless, doesn t matter what MODE you want to enjoy.

It seems to me the main goal for this mode is MAKING MONEY, therefore if you go for kills is totally useless to both parties.

That could be the only deterrent to have this mode succeed

#25 Bubba Wilkins

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Posted 14 December 2012 - 08:36 AM

View Postvifoxe, on 14 December 2012 - 07:56 AM, said:



like what?

You all should listen to khobai, he know's what's up.



It's the Cbills silly.

Think of it like this. They'll have to keep the base rewards for winning/losing the same for all game modes, or at least relatively close to prevent people from only playing the one mode that earns them the most. Now multiply your repair/rearm costs for multiple respawns. The end result is that winning a round becomes a losing financial scenario for both sides once you respawn. Better to have no respawns and then the entire economy remains intact.

#26 Spheroid

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Posted 14 December 2012 - 08:40 AM

They should make a simple defend-attack game mode. The target could be a Union class dropship.

The dropship might have defenses or both teams could be equal. It would be easy to tweak. You could even have the target spawn randomly somewhere on the map as long as the spot was relatively flat.

I think this could be done well to encourage scouting/skirmishing so if that if the defending team is not proactive it would be crushed by long range PPC and AC-2 fire.

Edited by Spheroid, 14 December 2012 - 08:44 AM.


#27 Mister Blastman

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Posted 14 December 2012 - 08:40 AM

Conquest needs respawn.

Isn't this what dropship mode was going to be for? 4 lives per player? You can still eliminate the other team, it just will take a while.

Respawn will make it hectic and less clinical. You won't have a clue what direction the enemy will be coming from so strategy and tactics will expand by 1000000%. Respawn is definitely the superior option.

It will end tactics like turtling fast.

#28 Rina Fujimoto

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Posted 14 December 2012 - 08:42 AM

Actually, here you go, its a scan of the article.

Will any of this be in conquest? We'll see on the 18th, but I highly doubt it.
Posted Image

#29 nom de guerre

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Posted 14 December 2012 - 08:46 AM

honestly conquest doesnt sound that interesting to me.

#30 vifoxe

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Posted 14 December 2012 - 08:50 AM

View PostBubba Wilkins, on 14 December 2012 - 08:36 AM, said:



It's the Cbills silly.

Think of it like this. They'll have to keep the base rewards for winning/losing the same for all game modes, or at least relatively close to prevent people from only playing the one mode that earns them the most. Now multiply your repair/rearm costs for multiple respawns. The end result is that winning a round becomes a losing financial scenario for both sides once you respawn. Better to have no respawns and then the entire economy remains intact.



1. People not fighting each other because of repair costs just sounds boring
2. If the results are the same for the winning team, but faster to kill the other team ...

Edited by vifoxe, 14 December 2012 - 08:55 AM.


#31 Rina Fujimoto

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Posted 14 December 2012 - 08:51 AM

Oh god Garth is lurking the thread.

#32 Logen Ninefingers

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Posted 14 December 2012 - 08:53 AM

It's too early to be pessimistic about this game mode. I will be happy if I see enemy AFKs, kill the enemy but let the AFKs or DCs alive and cap... Or kill your own AFKs DCs first...? This is the only flaw this game mode already has in common with Assault

#33 Mister Blastman

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Posted 14 December 2012 - 09:04 AM

View PostPygar, on 14 December 2012 - 08:10 AM, said:


Which is exactly why there's no respawn...this mode would take hours to resolve battles without being able to just kill off the enemy instead. (And people would just bring that many more light mechs if they knew capture was way more important than DPS)


No, it wouldn't. Play Mechwarrior Living legends. A lot.

It doesn't take hours at all. Sometimes a match can be over in 20 minutes if the other team is really bad. If they aren't, it might take up to an hour. That includes respawning... something this mode really needs.

Remember, respawning means more salvage... and more money!

#34 Leggin

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Posted 14 December 2012 - 09:04 AM

Over and above everything else: WHY would anyone impliment new features into an already unstable platform?

First fix:
  • Droping to desktop
  • Yellow screen
  • FPS bug
  • Screen darkening
  • Graphics corruption in Frozen city
  • Floating parts from Cats and Jenners
  • Can't see during day on Frozen City but see in clear bright dayligtht at night
  • Patches are a disaster every time
  • 8 man play at this time is a total failure and 90% of the players that haven't quit are playing 4 man only.
This list could go on and on and on and we all know it.

PLEASE before the player base drops any further FIX THE GAME!

#35 Felicitatem Parco

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Posted 14 December 2012 - 09:09 AM

The OP is a Suggestion posting, offering a few new Suggested Game Modes for the Developers. As such, I am moving this over to the Suggestions Forums.

If anyone would like to discuss the current Conquest Mode, then there is a massive Conquest discussion thread speficially for talking baout the new game mode. I would suggest that discussions abut the current Conquest mode go there, to the main Conquest mode thread, and further discussion about the OP's new Suggestions should carry-on here.

#36 Zyllos

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Posted 14 December 2012 - 09:12 AM

I think your forgetting that we do not know how fast the cap points tick up.

If a team holds 3 points constantly, then the game might be over in less than 60s. If that is the case, then capping will be the most efficient way to win, not killing the other team.

#37 Evgeny Bear

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Posted 14 December 2012 - 09:16 AM

Posted Image

anyone else thinks the maps are too tiny for that mode?

#38 Onyx Rain

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Posted 14 December 2012 - 09:25 AM

Chances are this is just the initial version of conquest and it will undergo many changes. I'd rather have this in game then nothing new.

Also they've talked about a dropship mutate mode where you get 4 respawns in different mechs....this could be coupled with both the assault and conquest modes to expand them both....not just one or the other. So that effectively gives you 4 modes instead of 3. Assault, conquest, extended assault, extended conquest.

#39 Mechteric

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Posted 14 December 2012 - 10:17 AM

Perhaps a more appropriate name for the game mode could be "Resource Raid" or "Germanium Raid"





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