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Base Caputure Rewards In Assault Mode


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Poll: Capture bonuse rewards (74 member(s) have cast votes)

Should capture bonuses be restored in Assault Mode?

  1. Yes (48 votes [64.86%])

    Percentage of vote: 64.86%

  2. No (24 votes [32.43%])

    Percentage of vote: 32.43%

  3. Undecided (2 votes [2.70%])

    Percentage of vote: 2.70%

How much should the capture bonus be?

  1. Less than 1,000 C-bills (24 votes [30.00%])

    Percentage of vote: 30.00%

  2. 1,000 - 1,999 C-bills (4 votes [5.00%])

    Percentage of vote: 5.00%

  3. 2,000 - 2,999 C-bills (4 votes [5.00%])

    Percentage of vote: 5.00%

  4. 3,000 - 3,999 C-bills (1 votes [1.25%])

    Percentage of vote: 1.25%

  5. 4,000 - 4,999 C-bills (6 votes [7.50%])

    Percentage of vote: 7.50%

  6. 5,000 - 5,999 C-bills (9 votes [11.25%])

    Percentage of vote: 11.25%

  7. 6,000 - 6,999 C-bills (0 votes [0.00%])

    Percentage of vote: 0.00%

  8. 7,000 - 7,999 C-bills (4 votes [5.00%])

    Percentage of vote: 5.00%

  9. 8,000 - 8,999 C-bills (1 votes [1.25%])

    Percentage of vote: 1.25%

  10. 9,000 - 9,999 C-bills (1 votes [1.25%])

    Percentage of vote: 1.25%

  11. 10,000+ C-bills (26 votes [32.50%])

    Percentage of vote: 32.50%

How much should a caputure assist bonus be?

  1. Less than 1,000 C-bills (27 votes [33.75%])

    Percentage of vote: 33.75%

  2. 1,000 - 1,999 C-bills (7 votes [8.75%])

    Percentage of vote: 8.75%

  3. 2,000 - 2,999 C-bills (7 votes [8.75%])

    Percentage of vote: 8.75%

  4. 3,000 - 3,999 C-bills (6 votes [7.50%])

    Percentage of vote: 7.50%

  5. 4,000 - 4,999 C-bills (6 votes [7.50%])

    Percentage of vote: 7.50%

  6. 5,000+ C-bills (27 votes [33.75%])

    Percentage of vote: 33.75%

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#21 Túatha Dé Danann

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Posted 24 December 2012 - 06:20 PM

If we think a little further, base capturing could be valid on planetary invasions. If you spread out too thin and lose you base of operations, you will lose a certain amount of influence on that planet.

While killing the enemy is the best way to solve this problem of invasions, you still have to defend your base.

The problem lies a little bit deeper: Right now, the base got no purpose beside being a target. The base does not have radar, or weapons to defend itself or any other ability to make it worth calling a base. Like something with walls, sensors, turrets, repair hangars and such things.

If capturing a base would be more risky, like overcoming a defense-perimeter + enemy mechs, then I could see a cap worthy enough to be count as an action for reward. Capturing the base will then turn the turrets against the team that got the base before and it is more easy to destroy the enemy.

If a base got a purpose and the game would not end with capping that base (you could try to re-capture it) then it may be fun to play with. The match ends, if all enemy mechs are destoyed or if BOTH bases belong to you for at least 1:30 minutes.

This way, you could still win if someone is hiding and you have something worthy to capture or defend.

#22 Aedensin

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Posted 24 December 2012 - 06:32 PM

Voted.

At the moment Assault is just glorified TDM with an easy way out.

If base capture is listed as the top goal then a bonus should be rewarded for a base capture, not this "You took the easy way out, your team gets screwed" crap.

Base cap less than or equal too 1,000 C-bills and similar reward for the assist.

As it is, there is no incentive to cap or defend because there is virtually no difference between winning or losing besides a mark on your stat sheet.

A bonus of 1,000 or less would not be enough to promote the base rushing of old but it would at least be something for completing the main objective of Assault.

Edited by Aedensin, 24 December 2012 - 07:51 PM.


#23 Willie Sauerland

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Posted 24 December 2012 - 06:51 PM

View PostShevchen, on 24 December 2012 - 06:20 PM, said:

If we think a little further, base capturing could be valid on planetary invasions. If you spread out too thin and lose you base of operations, you will lose a certain amount of influence on that planet.

While killing the enemy is the best way to solve this problem of invasions, you still have to defend your base.

The problem lies a little bit deeper: Right now, the base got no purpose beside being a target. The base does not have radar, or weapons to defend itself or any other ability to make it worth calling a base. Like something with walls, sensors, turrets, repair hangars and such things.

If capturing a base would be more risky, like overcoming a defense-perimeter + enemy mechs, then I could see a cap worthy enough to be count as an action for reward. Capturing the base will then turn the turrets against the team that got the base before and it is more easy to destroy the enemy.

If a base got a purpose and the game would not end with capping that base (you could try to re-capture it) then it may be fun to play with. The match ends, if all enemy mechs are destoyed or if BOTH bases belong to you for at least 1:30 minutes.

This way, you could still win if someone is hiding and you have something worthy to capture or defend.


While I agree with most of what you wrote, I would like to point out a lot of captures would be drop ships which should be heavily armed all by themselves not to include the mechs which were deployed from it. In this sense, a capture reward makes a lot of sense, but it certainly isn't a "take the big chalk box with the... thing on it" like we have now.

To me, an assault should be against a fortified position which isn't in the game yet. In closed beta, there was just a little sensor thing on the capture point, not the "oil rig" thing we have now. I imagine platform weapons are coming and will make the idea of "capture to win" irrelevant.

Of course, I have been disappointed before.

Edited by Willie Sauerland, 24 December 2012 - 06:52 PM.


#24 Homeless Bill

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Posted 24 December 2012 - 06:59 PM

View PostAedensin, on 24 December 2012 - 06:32 PM, said:

At the moment Assault is just glorified TDM with an easy way out.

If base capture is listed as the top goal then a bonus should be rewarded for a base capture, not this "You took the easy way out, your team gets screwed" crap.

As it is, there is no incentive to cap or defend because there is virtually no difference between wining or losing besides a mark on your stat sheet.

This. If it's going to be TDM, make it TDM. Capture is currently a cheap way out for the team that's losing or a mistake for the team that's winning. My suggestion to fix this problem: http://mwomercs.com/...g-assault-mode/ (destroy base instead of capture base, add rewards back).

#25 Chrithu

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Posted 25 December 2012 - 06:42 AM

I voted: Yes, 10,000+, 5,000+.

Why? Because I think Assault is an objective gamemode and thus wether winning by capture or by annihilation of the enemy team should net the same reward.

This also should be fine with those that like the capping aspect of Assault in principle but don't like early capping because it reduces the income.

I also ask anyone that would like to have capping gone completely to NOT vote here, stop being a **** that tries to destroy a gamemode others do enjoy as it is/was, and finally start to ask PGI for Team Deathmatch as this is what you truely want and trying to achieve it by taking away something from others is antisocial behaviour.

#26 El Jeffe

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Posted 25 December 2012 - 07:07 AM

View PostWuffel, on 20 December 2012 - 11:11 AM, said:

I am not sure if there should be a reward for capture win paid to the whole winning team.

What I would suggest, however, is the reintroduction of a reward for capture assists. The amount paid to each player should not be fixed. Imho, this encouraged running into cap zone, capping for a second and running back into the battle in order to farm xp and C-Bills by shooting someone instead of staying for the cap. To me, this undermins the whole concept of the Assault Mode.

I would suggest the following solution: The C-Bill seward for Cap Assist should be calculated by the actual time spent capping by the player (or by the relative contribution of the player to the capture). This way, people who are not able to farm money by slugging it out would benefit from actually accomplishing the intended objective.


The problem I see with that is.. what about the people who are stuck in combat with enemy mechs (distracting them from returning to the base to stop the cap) while the cowards who ran off avoiding the fight to cap get all the bonus? :( I think there needs to be more incentive to play as a team, and if a team succeeds in capping, everyone should be rewarded!

#27 Icebound

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Posted 25 December 2012 - 09:44 AM

So sick of cap racer online. They should just remove the base altogether in assault mode.

I'm not playing this game because it's fun to stand in a square.

#28 MagicHamsta

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Posted 25 December 2012 - 09:45 AM

Biased poll.
Tried to vote no, still wants me to input the value for the rewards.

#29 Farix

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Posted 25 December 2012 - 10:01 AM

View PostIcebound, on 25 December 2012 - 09:44 AM, said:

So sick of cap racer online. They should just remove the base altogether in assault mode.

I'm not playing this game because it's fun to stand in a square.

Then go back to your base and defend your base. It's that simple of a problem to fix on your end. But that has nothing to do with rewarding a successful base cap. Assault isn't deathmatch and shouldn't be treated like one by the players. It is a game of capture the flag with mechs. The moment you forget that it is caputer the flag, you set yourself up to have your "flag" captured because you didn't defend it.

View PostMagicHamsta, on 25 December 2012 - 09:45 AM, said:

Biased poll.
Tried to vote no, still wants me to input the value for the rewards.

It's a limitation of the forum's software. There is no way to only participate in one poll when their are multiple polls. You have to participate in all of the polls.

#30 Chrithu

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Posted 26 December 2012 - 11:52 AM

View PostIcebound, on 25 December 2012 - 09:44 AM, said:

So sick of cap racer online. They should just remove the base altogether in assault mode.

I'm not playing this game because it's fun to stand in a square.


Then for the love of god ask for f'ing TDM and NOT for ASSAULT TO BE DESTROYED as I and quite some people that play MWO actually enjoy Assault the way it is including the capping.

#31 Deadboy

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Posted 26 December 2012 - 12:41 PM

Capture base bonus = Nascar

#32 Willie Sauerland

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Posted 26 December 2012 - 02:40 PM

View PostDeadboy, on 26 December 2012 - 12:41 PM, said:

Capture base bonus = Nascar


Not if somebody is defending. If nobody is defending, then somebody deserves to lose.

Plain and simple really.

Capping is viable winning tactic and should be rewarded (though not as much as actually participating in combat). Don't want it to happen? Defend your cap.

#33 Capt Cole 117

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Posted 26 December 2012 - 03:43 PM

Base capping is fine. The problem is people who want team death match are forced to play assault.

#34 Aedensin

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Posted 26 December 2012 - 03:45 PM

View PostCapt Cole 117, on 26 December 2012 - 03:43 PM, said:

Base capping is fine. The problem is people who want team death match are forced to play assault.


The real problem at hand is people that want to play Assault are forced to play TDM.

#35 Capt Cole 117

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Posted 26 December 2012 - 04:06 PM

View PostAedensin, on 24 December 2012 - 06:32 PM, said:

As it is, there is no incentive to cap or defend because there is virtually no difference between winning or losing besides a mark on your stat sheet.

What have you been smoking? The losing team's cbill and xp are greatly reduced.

#36 Aedensin

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Posted 26 December 2012 - 04:10 PM

View PostCapt Cole 117, on 26 December 2012 - 04:06 PM, said:

What have you been smoking? The losing team's cbill and xp are greatly reduced.


Really? So when I make 100k on a loss then I should be making more? Well %$^ I better go gripe at the devs to give me my C-bills.

The ONLY difference between a win and a loss is that extra bit from killing the final mech.


Edit: Plus a varied amount of salvage based on how badly you wrecked the enemy.

Even with that I have been able to make 90k+ on a loss.

There is also the B.S. where your team will base rush rewarding between 29k-34k for a victory.

Edited by Aedensin, 26 December 2012 - 05:47 PM.


#37 Capt Cole 117

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Posted 26 December 2012 - 04:31 PM

View PostAedensin, on 26 December 2012 - 04:10 PM, said:

The ONLY difference between a win and a loss is that extra bit from killing the final mech.

This just screams ignorance, as you can see on the scoreboards below theres a huge ******* difference between winning and losing.
https://dl.dropbox.c...18-44-45-00.jpg
https://dl.dropbox.c...22-05-20-68.jpg
https://dl.dropbox.c...16-28-06-70.jpg

#38 Aedensin

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Posted 26 December 2012 - 04:38 PM

View PostCapt Cole 117, on 26 December 2012 - 04:31 PM, said:

This just screams ignorance, as you can see on the scoreboards below theres a huge ******* difference between winning and losing.
https://dl.dropbox.c...16-28-06-70.jpg


You sir had a fail team.

No kills, no assists, no spots, no nothing. Of course you got jack all for a reward.

You also confirmed what I was saying, thank you kindly.

Win base reward: 25k

Loss base reward: 25k

Factor in bonuses for kills, assists, spots, damage done, etc. and the rewards are pretty darn close.

Edited by Aedensin, 26 December 2012 - 04:41 PM.


#39 Capt Cole 117

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Posted 26 December 2012 - 04:45 PM

View PostAedensin, on 26 December 2012 - 04:38 PM, said:


You sir had a fail team.

That was a pug I played today to make sure there hadnt been an unannounced change to the rewards system. I, unlike some people, make sure I know what I'm talking about, and I, unlike some people, don't trollishly try to change the subject when proved wrong.

#40 Aedensin

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Posted 26 December 2012 - 07:59 PM

View PostCapt Cole 117, on 26 December 2012 - 04:45 PM, said:

That was a pug I played today to make sure there hadnt been an unannounced change to the rewards system. I, unlike some people, make sure I know what I'm talking about, and I, unlike some people, don't trollishly try to change the subject when proved wrong.

Ok, I took time to think things over and came back to this.. it left me speechless for a bit considering the post it was in reply to and the snip snip action that took place.

I forgot to factor in salvage (I do apologize for that), so that is really the deciding factor on which team makes more.

For me, I typically get 1-2 kills, 4-5 assists, 3x component destruction , 1x spot, and roughly 250 damage on average (I know, room for improvement)

Lets see what that would grab me on a loss:

25,000+10,000+37,500+7,500+6,250+2,500= 88,750 (I'm tired and bad at math so I may need some correcting)

88,750 for a loss.. hm.. what do I typically make for a win? 90k-100k. I don't see a huge difference. :P

Edited by Aedensin, 26 December 2012 - 08:15 PM.






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