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Please! Devs, A Serious Suggestion For Making Capturing Worthwhile To Lights In Conquest


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#1 TheAquired

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Posted 17 January 2013 - 07:31 AM

Hi all,
Devs, I have a very serious suggestion for you. Hopefully someone will read it.
Make it much more worthwhile to cap, and I know you added the cbill increase etc.

No, what I mean is, when I play my commando 2D as a base capturing mech, whether Puging or in a premade, I can "essentially" win our team the game by having captured say 3 of the bases, while everyone else was brawling, and yet, afterwards when I look at the scoreboard, not only do I appear last, or second last on the leaderboard (in our team, when we win) but I also make a dismal amount of money. we won a clean game now. one guy left hiding, we reached 750 resources and I had captured most of them.

However, I was second last in our team, the only guy below me, (which, to my dismay had the exact same amount of XP) was a guy who ran out into the field and got blown to bits at the beginning of the match.

Make it so if you are have helped capture at least 50 to 75% of the base (which is easy enough for you to make a code which figures out how long you have helped cap a base) then you get a Xp reward equal to that which you would get for a kill shot in assault mode.

If anyone else has a reason to say no, or an opinion, please state it. once again, I hope some dev sees this. I feel it is a necessity.

Thank you for taking the time to read!

Edited by TheAquired, 17 January 2013 - 08:00 AM.


#2 Hotthedd

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Posted 17 January 2013 - 07:45 AM

Why do you care so much about the scoreboard, as long as your team won?

Why penalize slow 'mechs that cannot reasonably be expected to capture 3 bases? The last thing I want to see is one of our assaults run off by themselves to capture a base because they want the C-bills/exp.

#3 TheAquired

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Posted 17 January 2013 - 07:53 AM

View PostHotthedd, on 17 January 2013 - 07:45 AM, said:

Why do you care so much about the scoreboard, as long as your team won?

Why penalize slow 'mechs that cannot reasonably be expected to capture 3 bases? The last thing I want to see is one of our assaults run off by themselves to capture a base because they want the C-bills/exp.



no, its not about that, its just that the scoreboard gives a rough indication of how many c-bills you make, and is directly related to how much XP you make. I just want to see mechs that are playing their role to capture rewarded with equal cbills and Xp as those who kill off the other team. sorry if that wasnt clear!

Edited by TheAquired, 17 January 2013 - 07:54 AM.


#4 Hotthedd

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Posted 17 January 2013 - 08:00 AM

Sorry if I sounded harsh, I wasn't trying to. I just see a problem with the suggestion as matchmaker currently works.

Perhaps players can select a role before they drop (scout, brawler, harrasser, LRM support, etc.), ensuring a more balanced match and giving specific bonuses to each role. i.e.: scouts recieve a larger bonus for spotting/capping, while brawlers recieve a larger bonus for kills.

I just don't want to see a Stalker lose a match for my team by trying to cap a base during a firefight.

#5 TheAquired

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Posted 19 January 2013 - 12:07 AM

That sounds like a good idea. Yes, I suppose as soon as you can earn more XP in a certain way, all the farmers will try to only do that.

That would also add a lot to the whole role warfare thing, because you will be earning for playing your role correctly. Of course, we should add a general role as well for those who dont like specifics. And then you would make less than someone in a specific role, but would earn a medium amount for doing all different things.

#6 Knight_Invictus

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Posted 05 February 2013 - 04:58 PM

Please provide some xp & cbills for capture of the capture points. Small Mechs especially need this in Conquer. Otherwise it rewards the assaults too much.

#7 Gaan Cathal

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Posted 05 February 2013 - 05:19 PM

View PostHotthedd, on 17 January 2013 - 07:45 AM, said:

Why penalize slow 'mechs that cannot reasonably be expected to capture 3 bases? The last thing I want to see is one of our assaults run off by themselves to capture a base because they want the C-bills/exp.


Based purely on the OP's suggestion there's no 'penalty' whatsoever. Adding CBills/XP as a reward for the objective of the game isn't going to remove it from that paid out for kills/assists. If a Stalker goes lumbering off to chase those rewards instead of the far easier (for him) kill/assist/damage rewards then he's an ***** and probably would've amounted to ten seconds of ablative armour anyway.

That said. The OP's suggestion, in my opinion, is a little stingy with the handouts. There's no reason to restrict payment for capping to the top two contributors. Just give an 'assist' for capping any given base above X percent. You'd need to limit it to one 'activation' per payment to avoid farming, obviously (synch-dropping and handing bases back and forth). An assists' worth of XP/Cbills is fair enough compensation I think, and without the capability of landing high damage/killshot equivalent income it's not more attractive than the brawl.

#8 Redliner

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Posted 05 February 2013 - 05:46 PM

Totally agree with the OP. I was just looking for a thread like this before I made my own. :P

View PostHotthedd, on 17 January 2013 - 07:45 AM, said:

Why penalize slow 'mechs that cannot reasonably be expected to capture 3 bases?

This would give a new role to light mechs,not penalize heavier mechs. Now you can be a light mech without ECM, and still be useful! ;)

I actually think not getting xp/c-bills for the actual act of capturing is punishing lights.





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