The Black Jackal
The Southern Legion Final Resolution.
1242
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Posted - 2014.06.29 10:11:00 -
[1] - Quote
One of the chief complaints I receive through my mail, and through in game means is that one-sided matches almost always end up being unable to come back at all. Even if you drop in a really top team, if your opponent has enough of a lead, even a full cap of all objectives in skirmish can't make up the ground.
Domination is different to an extent, as the margin for 'unavoidable' defeat is smaller, but still present.
An idea I have been spit balling around is the idea of a 'Majority Rules style of Skirmish more along the lines of what Domination is. The ideas principal is to avoid the 'winning' team from becoming complacent, and the losing team the ability to come back from any disadvantaged position.
Your team has to control the majority of points on the map to do damage to the opposing MCC. So on a 5 or 4 point map, you must control 3, on a 3 point map, you must control 2.
I hear you thinking.. well what does this solve? Well the answer lies in the ability to swing the idea both ways. There is never a position that cannot be won back on the objectives (with the exception of being completely boxed into your redline by several experienced squads) it can also be used to push game that are one-sided out to be shorter as non reliance on direct number damage relations can mean the damage done to the hostile MCC is increased exponentially based on how many above the majority your team controls.
For example, on a 5 point map, controlling 3 will damage the hostile MCC at a fixed rate of 100 hp/s (used as an example and not indicative of actual values) but your team excels, and pushes and gains a 4th point. This point doubles the damage output to 200 hp/s ending the fight twice as fast if it's maintained.
Now you push, and cap the last of the five points. this extra one doubles the damage output total again, resulting in a 400 hp/s damage output and ending the match 4 times faster.
So not only does it severely curtail the slippery slope by making it possible to win from a previously untenable position, should that comeback not occur, the match will be over much quicker so that people can get on with their gameplay, and not be bored camping the redlines, or opting out of the redlined team with no rewards.
This fix may also be possible server-side.
As stated this idea is spit balling around, and could be refined a bit in execution. Feel free to post suggestions and we can come up with workable solutions for future fixes.
The Black Jackal for CPM1
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