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[Suggestion] Assault V2.0


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#1 Nicholai Matowski

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Posted 29 December 2012 - 11:01 AM

Now that we have the weighted bases in Conquest, let's see if we can revamp Assault.

Now, a recent problem i have ran into, has been people cap winning Assault. Not that that is a bad thing mind you, but it doesn't encourage fighting. So, Myself and a few of my corp mates were talking, and hit upon an idea.

The Idea behind Assault mode, I would imagine, is the initial strike onto an objective so that Conquest forces can gain a foothold. Now, the thing is, an Assault has no other objective than to thin Opposing Forces for the Conquest. It might serve the secondary purpose of securing a base of operations from which to launch the Conquest,

Now, all of this said and done, I propose a change to the Assault Mode game that would drastically encourage fighting.

Remove the bases as they are now.

Rather than having them, have a single weighted capture point in the center, sort of King of The Hill. This capture point in the middle, will rearm or repair a mech once per match, depending upon which is needed more, ammunition or armor. Neither will be full. It will put you back up to 75%.

However, the sole purpose of Assault would be to eliminate the opposing force. That would be it. No base capping to win.

#2 Alistair Winter

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Posted 29 December 2012 - 11:46 AM

How will you deal with people avoiding the fight, running off and going AFK, etc? When there's one guy left that doesn't want to fight and no one can find him, how is that problem solved?

#3 Troggy

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Posted 29 December 2012 - 12:09 PM

I don't think the repair/reload thing is a positive. For one thing, it would be a huge advantage to lights, who often take a lot of grazes to kill. For another, it makes it too respawn, FPS like. It would take time to reload a mech, or repair it. It is only one step from here to "med kits", and "energy armour".

Secondly, I think Assault would be improved (fixed?) by removing the stacking effect on capping. This would mean that a cap rush would still take a while to cap, giving the defender a chance of countering a sneaky base rush (but still having the disadvantage of having to attack a defended target under time pressure. It would also allow the capping team to use some kind of useful defence tactics (rather than stand in the postage stamp).

Currently, the only real problem with assault is that if you get enough mechs in a base, it is impossible to counter it in time.

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#4 Malteser

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Posted 29 December 2012 - 12:35 PM

In my opinion, Assault is a good game mode right as it is.

Apart from simple fighting down the opposing team, you can try to take and hold the enemy base or you can use capping to distract the enemy or split his forces. All this allows for a broader range of strategies and tactics to be used.
And, as was already said, you are not required to seek and destroy the last mech that hides anywhere on the map.

#5 TyGeR STD

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Posted 29 December 2012 - 12:51 PM

team death match, no bases, no caps, and when 5 mins are left on the clock everyone shows up on the map reguardless of ecm or if they are shut down. this way a single light mech can't run an hide and drag out the game.

#6 Alistair Winter

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Posted 29 December 2012 - 12:54 PM

View PostTyGeR STD, on 29 December 2012 - 12:51 PM, said:

team death match, no bases, no caps, and when 5 mins are left on the clock everyone shows up on the map reguardless of ecm or if they are shut down. this way a single light mech can't run an hide and drag out the game.

If one team has a mech doing 140 kph, and the other team has 1 mech doing 40 kph, it's perfectly possible for the faster mech to just stall and run away to avoid fighting. I mean, some people will do anything to save their kill/death ratio.

#7 Farix

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Posted 29 December 2012 - 02:15 PM

Assault is just fine as a form of Capture the Flag where the main goal is to capture the other team's base. It should not be turned into TDM because a few idiots don't want to defend their base. If you want TDM, got to Conquest, where you can have plenty of it.

Edited by Farix, 29 December 2012 - 02:16 PM.


#8 Praeses

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Posted 29 December 2012 - 03:49 PM

View PostAlistair Winter, on 29 December 2012 - 11:46 AM, said:

How will you deal with people avoiding the fight, running off and going AFK, etc? When there's one guy left that doesn't want to fight and no one can find him, how is that problem solved?


There's a timer on the match, when the timer reaches zero the team with more points would win or if they are equal the team with more health (in percentage) would win.

Why not putting a Team deathmatch and just throw assault mode to the trash?

#9 Farix

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Posted 29 December 2012 - 04:54 PM

View PostPraeses, on 29 December 2012 - 03:49 PM, said:

Why not putting a Team deathmatch and just throw assault mode to the trash?

Because many of us likes the current Assault mode (AKA capture the flag) and dislike team deatmatch. Why do you hate capture the flag so much to want it denied to players who enjoy the mode?

#10 Oppresor

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Posted 29 December 2012 - 05:00 PM

View PostNicholai Matowski, on 29 December 2012 - 11:01 AM, said:

Now that we have the weighted bases in Conquest, let's see if we can revamp Assault.

Now, a recent problem i have ran into, has been people cap winning Assault. Not that that is a bad thing mind you, but it doesn't encourage fighting. So, Myself and a few of my corp mates were talking, and hit upon an idea.

The Idea behind Assault mode, I would imagine, is the initial strike onto an objective so that Conquest forces can gain a foothold. Now, the thing is, an Assault has no other objective than to thin Opposing Forces for the Conquest. It might serve the secondary purpose of securing a base of operations from which to launch the Conquest,

Now, all of this said and done, I propose a change to the Assault Mode game that would drastically encourage fighting.

Remove the bases as they are now.

Rather than having them, have a single weighted capture point in the center, sort of King of The Hill. This capture point in the middle, will rearm or repair a mech once per match, depending upon which is needed more, ammunition or armor. Neither will be full. It will put you back up to 75%.

However, the sole purpose of Assault would be to eliminate the opposing force. That would be it. No base capping to win.


I agree with this idea, how about replacing the base with a mobile Repair unit see: http://mwomercs.com/...n-field-repair/ for some ideas for this.

#11 Lukoi Banacek

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Posted 29 December 2012 - 05:03 PM

View PostNicholai Matowski, on 29 December 2012 - 11:01 AM, said:

Now that we have the weighted bases in Conquest, let's see if we can revamp Assault.

Now, a recent problem i have ran into, has been people cap winning Assault. Not that that is a bad thing mind you, but it doesn't encourage fighting. So, Myself and a few of my corp mates were talking, and hit upon an idea.

The Idea behind Assault mode, I would imagine, is the initial strike onto an objective so that Conquest forces can gain a foothold. Now, the thing is, an Assault has no other objective than to thin Opposing Forces for the Conquest. It might serve the secondary purpose of securing a base of operations from which to launch the Conquest,

Now, all of this said and done, I propose a change to the Assault Mode game that would drastically encourage fighting.

Remove the bases as they are now.

Rather than having them, have a single weighted capture point in the center, sort of King of The Hill. This capture point in the middle, will rearm or repair a mech once per match, depending upon which is needed more, ammunition or armor. Neither will be full. It will put you back up to 75%.

However, the sole purpose of Assault would be to eliminate the opposing force. That would be it. No base capping to win.


Maps are small enough as it is without making the fights take place in one spot in the center. Encouraging fights and tactics all over the place is preferable imo.

#12 Szaesse

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Posted 29 December 2012 - 09:36 PM

This isn't really "Capture the Flag" though. This is a "King of the Hill" game with two possible hills. If it was Capture the Flag, you would have to get something out of the enemy base back to your own base.

However, there ARE a few things I could suggest to make Assault mode feel better.

1 - Rather than a "capture" style of standing near the base, make it destructible. You are assaulting the enemy base, after all. So rather than stand around it to cap it, you blow it up. Heavier mechs would thus be better for a "base rush", preserving role warfare. The lights are designed to scout out enemy forces, the mediums and heavies are the major skirmishers, and the assaults are there to break the stalemate and smash the base. Of course, the Commando or Raven could still kill the enemy base, but it would take a while with their limited weapons options.
2 - Keep it a capture style match, but you cannot capture if your base is currently being captured. No point in a base-trade like that. If enemy units are alone inside your bases capture area, you have to oust them before you can continue to capture the enemy base.
3 - Capture doesn't benefit from additional units nearby. Only the best capture score matters. This way a unit with a capture module still has a reason to mount it, but having 2 scout mechs run around the fighting to cap the base isn't a very reasonable or viable option when you could keep one in the fight to engage other lights.

Personally, I would prefer to see a combination of 2 and 3, though the "destroy the enemy base" idea is very pleasing to me.

If you want REAL capture the flag, have it be something like this
There is important information at the enemy base that we need to get our hands on. An allied unit has to enter the enemy base area, and collect that data, and return it to the allied base. If the runner is destroyed before he can return to the allied base, another unit has to pick up the data.

Currently, in a capture-win, team play is more important on the defending team than the attacking team. I have been in plenty of matches where a pair of lights just totally ignored the plan and ran around the rest of the team. While we were engaging, they capped the base. As long as the main force keeps the opponents tied down and engaged, the two lights pull off the win. However, in the actual capture the flag suggestion above, the capturing team would have to be able to keep their runner alive long enough to get back to base, while the defending team would have to be able to coordinate enough to either keep the attempted capture from happening, or hunt down the runner before he can get back.

Edit: Forgot to add. In a standard capture the flag game (including both real life versions like paintball, and in game versions like WoW's Warsong Gultch), you can only cap the flag if your flag is still in place. Thus, in the Capture the Flag scenario I suggested, if the enemy has your data, you have to kill that enemy before you can "cap"

Edited by Szaesse, 29 December 2012 - 09:40 PM.


#13 Farix

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Posted 30 December 2012 - 03:57 AM

View PostSzaesse, on 29 December 2012 - 09:36 PM, said:

This isn't really "Capture the Flag" though. This is a "King of the Hill" game with two possible hills. If it was Capture the Flag, you would have to get something out of the enemy base back to your own base.

Depends on the version of Capture the Flag. There are a few where the game is over as soon as the other team reaches the flag. Assault is one of those versions. Besides, there is no way to "carry" something in MWO. Why do people insist that there is "only one way" to play Capture the Flag?





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