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Zatara Rought
General Tso's Alliance
3326
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Posted - 2014.06.01 01:47:00 -
[1] - Quote
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.
[list=3] 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
[/list]
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)
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Zatara Rought
General Tso's Alliance
3328
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Posted - 2014.06.01 04:46:00 -
[2] - Quote
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.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Zatara Rought
General Tso's Alliance
3331
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Posted - 2014.06.01 15:52:00 -
[3] - Quote
Prius Vecht wrote:Agree with Kevall, which is why I recommend more spawn locations for each team. the redline has caused more problems than it fixes. I also agree with Zatara re: ending boring matches...if the opposition doesnt cap the objective within 5 minutes allow their MCC to be landed on/entered with air vehicles and destroyed a la titan mode in BF 2142.
make the XP and ISK gained from destroying the opponents MCC via this method significant.
Making more set spawn locations I feel like with no redline will still retain the problems of no redline with limited spawns.
you still provide a climate for spawn camping, difficult to bring in vehicles when they know where the limited amount of places you can call a vehicle in and thus camp you, etc.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Zatara Rought
General Tso's Alliance
3331
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Posted - 2014.06.01 16:01:00 -
[4] - Quote
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.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Zatara Rought
General Tso's Alliance
3331
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Posted - 2014.06.01 16:10:00 -
[5] - Quote
Himiko Kuronaga wrote: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.
Just because you get redlined doesn't mean your team is bad, just that they played bad or didn't execute.
Or perhaps because you don't have spawn links in a relevant location. Much like I'd go to the redline to call a derpship because it's more safe than calling one in where i have spawns in the city.
Punishing players with no redline and justifying it because "get gud scrubs" isn't solid ground to build an argument from. >.<;;
Balancing for player skill is absolutely a factor.
https://www.youtube.com/watch?v=EitZRLt2G3w
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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