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Posted - 2013.10.03 23:43:00 -
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Great post. Some of your solutions could use some work, but they're a solid starting point for discussion.
The Black Jackal wrote:Null Cannon in Skirmish Mode Possible Solution (In current Iteration of Game): Adopt the Domination-style for Points. Multiple Points, that do damage, but the MCC to MCC damage is minor. So, as with Domination, you can have half armor comapartive to their full Shield, and still pull of a victory so long as you rally together.
Beyond that, giving players control of the MCC (so it's non-linear) and possibly players controlling the Null Cannons (so they are too non-linear) would alleviate this slippery slope. In principle, I like the idea of players operating the Null Cannons, so that the more cannons you've captured the fewer clones you have in play. In practice, however, no one's going to want to operate the null cannons if they're just pointing and shooting at the MCC. It's even less fun than guarding an unchallenged point.
I do think reducing MCC-on-MCC damage could help alleviate this problem, but I believe this was added to fix a different problem. Can't remember exactly what it was, but there was a time when the MCC didn't have weapons.
The Black Jackal wrote:Clone Resources Possible Solution (In current iteration of Game): Clone Pool Resources for each structure and/or vehicle capable of allowing spawns. (Clone Reanimation Units, Vehicle-Mounted CRUs). Each with a certain number of spawns for that structure. CRUs may hold enough clones for 50 respawns, while Vehicular CRUs may hold enough for 10 (with the ability to resupply at the MCC / Base). If these vehicles are destroyed, or the stuructures destroyed, those clone resources vanish, and if they are captured, the other team will gain those resources.
The MCC would carry the 'initial' Clone Resources (the one's sent by the contract corporation) while on field structures etc would have excess clones. This mechanic would allow both sides to increase, and decrease the opponent's ability to spawn.
The most problematic solution, as it could result in adding a slippery slope rather than alleviating it. The team that captures more null cannons is very likely to have captured more installations as well. If that's the case, the team that's losing is even more outnumbered than before. Sure, they can capture the installations back, but then they've lost the advantage of however many clones the enemy team has already used. Speaking of which, what gets depleted first--MCC clones, structure clones, or vehicle clones? Does it depend on where you're spawning? Could losing a structure take you down to 0 clones and end the match?
The Black Jackal wrote:Orbital Bombardment Possible Solution (In current game iteration): Unlock the Orbital from War Points. Give the command of Orbitals to the designated 'Ground Commander' on a Cooldown. This way both teams have access to the same Orbital Numbers, and thus eliminating the slippery slope DUST-side at least. My preference is for the squads to still get rewarded. Here's an alternative: Each team gets a periodic orbital strike (say, every 5 minutes). The squad on the team that has earned the most war points since the last orbital was awarded receives the ability to lay down an orbital. The counter gets reset each time a strike is awarded, so even if a team dominates early on they're not getting more orbitals by resting on their laurels.
Thurak1 wrote:I myself cant remember the last time i was in a match where it seemed like either side could win after about 10 minutes one side is getting stomped. Really? I was in one just last night, on my sub-1M SP alt. (Not an academy match, by the way.) My team won a Skirmish by probably 10 seconds. I'll grant they're the exception rather than the rule, but I'd say one out of every four or five matches is close enough to be exciting. |