The Black Jackal
The Southern Legion The Umbra Combine
865
|
Posted - 2013.10.03 11:56:00 -
[1] - Quote
I was recently pointed to an article that described a term I'd long known about but hadn't given much thought to for DUST 514. The 'slippery slope' that games like DUST do have. (Credit to David Gimble for pointing me to the article.)
To give everyone a reference, a 'slippery slope' as it pertains to gaming is a mechanic that makes winning harder, when you lose resources. In DUST 514, this would be many things, but the first would be Skirmish Null Cannons. The longer you don't hold them, the harder it is to come back.
If Team A Holds the cannons for 'most' of the match, they are practically guaranteed a win, because the other team (Team B) would be unable to turn the tide before their Mobile Command Centre was destroyed.
This alone, is a slippery slope, and though realistic, can lead to people rage quitting games, or 'giving up' prior to the end of the match... of course increasing the detrimental effect of the slippery slope. But alone, this single mechanic is not game breaking. Why? Because it is a single slippery slope.
DUST 514 incorporates many slippery slopes, but to illustrate the point I'm trying to make, i'll take the above 'Null Cannon in Skirmish Mode', 'Clone Resources' and 'Orbital Bombardment' slopes.
Quote:Null Cannon in Skirmish Mode This Slippery Slope is pretty easy to explain. The longer you don't hold the majority of points, the harder it is to get back into a winning position. And at one point, there is a balance that tips, and it is actually impossible to gain back that ground, even if your team rallied and captured every cannon.
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.
Quote:Clone Resources Every Clone lost is one more clone that you cannot use to take a point. In the grand scheme of things, this is a minor slope, but one that enhances the above Null Cannon Slope, and gets more impactful as the enhanced slope gets worse. Less clones means it's harder to regain objectives, as the people holding them are more capable of defending them, due to not having to capture it.
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.
Quote:Orbital Bombardment
The biggest escalation reward in the game, and aside from skill points, the ONLY thing in the game dependant on War Points. The team that does better, gets more war points, and they get enough war points to get an orbital, orbital then depletes clones / vehicles and possibly allows a point to be captured. It's again, not a game breaker on it's own, but combined with the others, it's another slippery slope enhancer. Not to mention that you can farm Warpoints hitting nuetral installations without risk, and if you're smart, these alone at the start of the match can give you enough War Points for said Orbital with no risk. In a game where the words 'risk vs. reward' are toted about quite alot, this is clearly not in the overall 'scheme' of things to come.
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.
These are just some of the slippery slopes DUST 514 has built into it. Each on their own are not so bad as to break the game, but the sheer number means that each game gets to a point where it is 'hopeless' to be able to win, and you have people leaving mid-game or giving up and sitting in the MCC so as not to lose more investment. The slippery slope mechanics need to be reduced, or removed where possible, making it so a team that is losing can make a comeback, and the winning team must be on guard, becasue even if it seems like a sure win, it could still be turned around. Making it much more fun for everyone. |
The Black Jackal
The Southern Legion The Umbra Combine
874
|
Posted - 2013.10.03 22:13:00 -
[2] - Quote
Protected Void wrote:Good points, especially the one about Orbital Bombardments. If I'm not mistaken, the points earned from OB kills count towards the next OB, enhancing the slippery slope effect further. I like your suggestion for changing what makes it available, but I'd prefer it if each squad earned them through active game time. Something along these lines:
- Each squad member playing actively earns one OB point for that squad each second played
- When enough OB points have been accumulated, the squad leader can deploy it the same way he can now
- The number of OB points required should be set high enough that a full squad needs to play at least 5 minutes to get one (or it could just be unavailable for the first 5 minutes)
- The total possible OB points for a three man squad should allow one OB, say, 11-12 minutes into the match, possibly one for two man squads right before 15 minutes have passed
- The total possible OB points for a full squad shouldn't allow more than two (or possibly three) OBs in total for a skirmish that times out (assuming size and power of the current warbarge strikes)
- What the squad actually achieves with the deployed OB doesn't affect how quickly they'll accumulate OB points for the next one
- Different types and sizes of OBs could have different costs to provide more strategic decisions
- In the future, squad leader skills or equipment could be introduced, which could be trained/used to increase the rate at which OB points are earned
This would still reward organized squad play, but ease the slippery slope/snowballing effect. Any organized squad would have a chance to deploy an OB if they played most or all of the match, while one-man-squads wouldn't get any.
The only issue I have with this is an MCC-camping Squad that could potentially come out with an Orbital. 6 guys, all 'afk' in the MCC (it does still happen) can get Orbitals at the same rate as an active 6-man squad.
I wouldn't be adverse to squad leaders being able to call in Orbitals on a CD individually, but the CD would have to be higher and possibly require you to have an 'Orbital Uplink' Equipment or Module that goes onto Cooldown once used.
Conversely, the Fanfest rules would be a great addition. You get an orbital every 3 minutes if you control the space above the district uncontested in EVE. The Warbarge strike is completely removed and Orbitals only come when you have space superiority.
This mechanic is still a slippery slope, of sorts, but one that is player controlled, as a friendly fleet can jump to the district space and halt the current holder's Orbital Bombardment Timer. |
The Black Jackal
The Southern Legion The Umbra Combine
875
|
Posted - 2013.10.04 00:01:00 -
[3] - Quote
Quote: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 structure and vehicle Clones would deplete when you spawned on them. And these clones would be in Addition to the ones already stared. So there is not one big pool of clones, but rather a big pool in your MCC, and more able to be attained. Thus it wont make the current slope any worse, but allow players to circumvent it. |