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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4325
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Posted - 2014.06.01 04:38:00 -
[1] - Quote
Zatara Rought wrote:I'm against removing the redline, and remain convinced despite your well written points.
My reaction to the idea of MCC guns idea was people creating an artificial redline, they'll just figure out the limit of the guns and wait.
I think if the redline is drawn correctly so that it gives no advantage terrain wise
Make it impossible to shoot in or out of the redline (prevents people killing your vehicles before you can land them)
Not being able to return to the redline after you exit it (think 5 seconds and you die instead of the 30 seconds)
Once you enter the redline (spawn or enter) there's a cumulative amount of time (meaning if you exit and reenter the redline you continue a countdown from say...1:30 to suicide
That's just a quick brainstorm.
Alternatively, we could just implement a star hawk pod type deal (just had a fun debate in chat about starhawk pro's and cons' vs a redline)
Or just remove the redline, and make it so the capturing of all points results in faster destruction of the MCC so being camped is never really a thing. |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4327
|
Posted - 2014.06.01 04:49:00 -
[2] - Quote
Zatara Rought wrote:I've heard the idea many times where if you get 4 capped there should be a 3-5 minute timer initiated for you to capture a point, if not the game is over. Prevent long boring matches in skirm/dom where the teams are obviously imbalanced.
The way it works in classic battlefield is basically tickets start rapidly depleting once all points are captured. You can come back from it, but you have to snag something very quickly or you'll lose damn near instantly. It creates a sense of urgency even among bad players and demands people pull their heads out of their collective asses. |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4331
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Posted - 2014.06.01 16:00:00 -
[3] - Quote
Why should mechanics cater toward benefiting bad players instead of forcing bad players to get good like every other successful competitive game does?
Did you know it's actually possible to be suspended from League and DOTA if you are worthless enough?
Center the mechanics towards competition, but don't allow for torture to happen. Torture only happens when you drag something out that was decided long before it started. Magical redlines are nonsensical and take away player freedom and efficiency. |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4331
|
Posted - 2014.06.01 16:07:00 -
[4] - Quote
Zatara Rought wrote:Appia brought up a revision of my assertion about pods dropping in IF you're adamant about no redline by suggesting you move the MCC above the flight ceiling and allows players to direct their flight paths when they jump out.
I love the idea.
The MCC is supposed to be player controlled. What we have now a garbage placeholder system that is 100% visual.
We shouldn't keep operating on the assumption it will stay this way forever, nor should we be content with it.
And were it to upgrade to how its SUPPOSED to be, what you suggest would pretty much be in the cards except you'd have a slow moving MCC dropping people off with large guns as cover. |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4333
|
Posted - 2014.06.01 17:24:00 -
[5] - Quote
The desire FOR a redline is a symptom of a bad players being bad forever, though.
It's a crutch mechanic that is meant to allow bad players to hang out in limbo and flirt with the idea of actually playing the game rather than simply doing it.
Were bad players capable of being anything other than bad, there would be no need for such a thing. Simply end the game faster so they realize they are worthless in a timely manner, then start the next game. |
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