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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
saxonmish
T.H.I.R.D R.O.C.K
1
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Posted - 2015.08.30 21:12:00 -
[1] - Quote
Hey There o7
I have been playing the Acquisition Gamemode as of late and i think it needs a little change.
Currently:
- The 'Command Node' is around for 5 Minutes, with a 60 Second double point boost.
- There is a clone count which cannot be seen and i'm sure its not a set amount.
Changes:
- The 'Command Node' should move every 2 Minutes With a 20 second point boost
- Show the clone count or remove the ability to clone.
I believe these changes need to happen because, with the Node being there for 5 minutes this turns acquisition into domination for those few minutes.
With this happening it allows people to set up camp around the Node.
But if you change it to 2 minutes it will reduce camping and keep people on their toes.
Also it will bring fights to different areas of the maps, because i see Nodes literally on every corner in Acq but only 3 get used half the time, Due to the fact people are able to camp the node and the double points make the game go super fast.
This is just my idea, i want less camp and more dynamic gaming.
I actually saw a node on a roof today and thought now thats good, it makes you go to places where you wouldnt usually go in other game modes.
So please just reduce the 5 minutes to 2 minutes :)
Thank You o/
SAXON ON A MISH - My Youtube Channel :)
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Juno Tristan
Obscure Reference
797
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Posted - 2015.08.31 12:36:00 -
[2] - Quote
Signed
And it needs to be first to x pts wins, none of this current 2 out of 3 bullshit
ADS Ramming Revenge!
Plasma Cannon Rampage
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CommanderBolt
Dead Man's Game
3
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Posted - 2015.08.31 12:57:00 -
[3] - Quote
Agreed, sounds like a good idea to me.
"Madness how we turned our common-ground into a battle-ground.." - Essa
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.08.31 14:48:00 -
[4] - Quote
Signed, those are simple, reasonable, sensible tweaks. And most of all, really needed.
It's too often that the Acq game has practically two spots for the entire game - which are almost always the same. If the point is too long in one spot, it emphasizes the importance of point being in 'neutral' area. If there are many places the point visits, it does not matter as much if one side has advantage to it.
Thanks for all the supporters. 07
KERO-TRADER is my official Eve character for Dust trading.
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Robert Conway
Concordiat Mercenaries
632
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Posted - 2015.08.31 18:15:00 -
[5] - Quote
I could deal with this. Longer game mode would be nice.
Yassavi Approved. -Aero Yassavi
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Vell0cet
OSG Planetary Operations
3
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Posted - 2015.08.31 20:43:00 -
[6] - Quote
I think 2 minutes may be too short (it could also be just right). I'd rather them reduce it down to 3 minutes so we can have more capture spawns per match, but it's long enough for a counter-push to be worth while after an initial skirmish for the objective. If its too short the game degenerates into a sprint between objectives, and you loose the assault/defend component. If 3 minutes is still too long I could see dropping it to 2 as you suggest.
Best PvE idea ever!
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Tebu Gan
0uter.Heaven
1
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Posted - 2015.08.31 21:53:00 -
[7] - Quote
Agreed, the point just doesn't change hands often enough.
And the nodes could be better placed. Putting one that requires you to climb a ladder basically guarantees that he who hacks it, keeps it. |
Talos Vagheitan
Ancient Exiles.
2
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Posted - 2015.08.31 23:53:00 -
[8] - Quote
I like it.
Personally, I think it would be interesting if the node timers were variable.
Meaning a node could randomly be 2 min, 5 min etc.
Would give different strategic value to each point, and just introduce a bit more variation.
Real CPM Platform
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.09.01 02:07:00 -
[9] - Quote
Tebu Gan wrote:Agreed, the point just doesn't change hands often enough.
And the nodes could be better placed. Putting one that requires you to climb a ladder basically guarantees that he who hacks it, keeps it.
I'd say it's okay that there are some of those nodes you describe, if only there are a lot of them. And they jump around fast enough, so any single node won't be that crucial!
Thanks for all the supporters. 07
KERO-TRADER is my official Eve character for Dust trading.
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Devadander
Woodgrain Atari
616
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Posted - 2015.09.01 02:12:00 -
[10] - Quote
We have suggested this time and time again.
And again, I love it.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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CCP Rattati
C C P C C P Alliance
26
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Posted - 2015.09.01 09:03:00 -
[11] - Quote
Looking into this
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cyzad4
Blackfish Corp.
886
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Posted - 2015.09.01 10:43:00 -
[12] - Quote
Agreed
Look on my works, ye mighty, and despair.
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ZymposieR Rusty
Dead Man's Game
27
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Posted - 2015.09.01 11:21:00 -
[13] - Quote
Agreed!
Acquisition needs to be as different from domination as possible! The most ******** thing about acquisition exept for the freakning name is when you get the objective on the domination place two times in one match.
2 minutes is a good start.
And eliminate the domination objetcive place. Make us go fight in some totaly new places across the map! |
CeeJ Mantis
Mantodea MC
209
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Posted - 2015.09.01 12:03:00 -
[14] - Quote
I like 3 min with a 1 min bonus. it encourages you to try to get it for the entire time, But also encourages the enemy to try and get it because the last minute is worth the same and that the first two.
Longest plasma cannon kill: 236.45m
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Carmine Lotte
Talon Havocs
19
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Posted - 2015.09.01 12:18:00 -
[15] - Quote
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Carmine Lotte
Talon Havocs
19
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Posted - 2015.09.01 12:20:00 -
[16] - Quote
Why not extend points needed by half of current needed and add an extra node having two objectives forces your team to split up due to the short time, making fire squads more valuable. At least it does in my head.[/quote] |
saxonmish
T.H.I.R.D R.O.C.K
1
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Posted - 2015.09.01 13:15:00 -
[17] - Quote
Carmine Lotte wrote:Why not extend points needed by half of current needed and add an extra node having two objectives forces your team to split up due to the short time, making fire squads more valuable. At least it does in my head. [/quote]
there will be less need of the node, cos one team can hold one obj and the other team can hold the other. They will not need to fight to win.
SAXON ON A MISH - My Youtube Channel :)
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Robert Conway
Concordiat Mercenaries
633
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Posted - 2015.09.01 14:35:00 -
[18] - Quote
saxonmish wrote:Carmine Lotte wrote:Why not extend points needed by half of current needed and add an extra node having two objectives forces your team to split up due to the short time, making fire squads more valuable. At least it does in my head. there will be less need of the node, cos one team can hold one obj and the other team can hold the other. They will not need to fight to win. Seems reasonable I suppose. But his idea of just raising the points needed to win could, in conjunction with your idea, be good. A small tweak with points needed could allow for a less drastic change in time captured. Or at least allow for more flexibility in testing different capture times.
Yassavi Approved. -Aero Yassavi
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Kierkegaard Soren
Eridani Light Horse Battalion
919
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Posted - 2015.09.01 19:17:00 -
[19] - Quote
Merge Acquisition and Dom into a single game mode to improve matchmaking. Format as follows:
-5-point skirmish map. -At the beginning of the game, 3 of the five points are locked and inoperable; they cannot be hacked. The other two points are online, but unclaimed. Ideally, both points are centrally located. -The first team to successfully hack an operational point claim it, and the other operational hack is off-lined; the game becomes a Domination. -After two minutes of a point being hacked and held, all points are off-lined, and two new points are brought on-line at random. -Both teams race to hack and hold the points, the first one to do so off-lines the second point.
Essentially, it's Dom with the added urgency and unpredictability of Acq, where each team gambles every two minutes to either barrel into one point as a team in the hope that they can overwhelm the opposition and take the hack or split into smaller teams that attack both points, in the hope that one of them is lightly defended/not targeted by the other team.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Carmine Lotte
Talon Havocs
19
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Posted - 2015.09.01 22:07:00 -
[20] - Quote
saxonmish wrote:Carmine Lotte wrote:Why not extend points needed by half of current needed and add an extra node having two objectives forces your team to split up due to the short time, making fire squads more valuable. At least it does in my head.
there will be less need of the node, cos one team can hold one obj and the other team can hold the other. They will not need to fight to win. [/quote] Both teams hold onto one node each game turns into a first to hack enemy node wins( like capture the flag) |
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Devadander
Woodgrain Atari
619
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Posted - 2015.09.02 00:02:00 -
[21] - Quote
CCP Rattati wrote:Looking into this
Woot.
Boulder rim acq has some redline moving issues, and I've seen some maps lose ground spawns when node jumps. FYI, while you are there, or whatever.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.09.02 17:46:00 -
[22] - Quote
saxonmish wrote: Currently:
- The 'Command Node' is around for 5 Minutes, with a 60 Second double point boost.
Changes:
- The 'Command Node' should move every 2 Minutes With a 20 second point boost
Maybe reduce from 5 min to 3 min.
If you drop it to 2 min, then Sentinels will not get to it before it changes location again.
3 minutes would still give you 5 locations (rather than 3) for a 15 minute game.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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I-Shayz-I
I----------I
6
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Posted - 2015.09.03 00:12:00 -
[23] - Quote
I would rather see 3 minutes with a 30 second bonus period.
Two minutes goes by really fast, and the last thing I want to see is scouts that can get to the point faster than everyone else and claim all the points before the enemy has a chance to fight back.
By the time that 2 minutes has passed, I'm afraid that the teams will finally be all there, and by that point thw node has already switched.
i.e. something similar to the Evolve problem where you spend so much of the game just running around the map instead of engaging in battle.
7162 wp with a Repair Tool!
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Nothing Certain
Bioshock Rejects
1
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Posted - 2015.09.03 22:16:00 -
[24] - Quote
saxonmish wrote:Hey There o7
I have been playing the Acquisition Gamemode as of late and i think it needs a little change.
Currently:
- The 'Command Node' is around for 5 Minutes, with a 60 Second double point boost.
- There is a clone count which cannot be seen and i'm sure its not a set amount.
Changes:
- The 'Command Node' should move every 2 Minutes With a 20 second point boost
- Show the clone count or remove the ability to clone.
I believe these changes need to happen because, with the Node being there for 5 minutes this turns acquisition into domination for those few minutes.
With this happening it allows people to set up camp around the Node.
But if you change it to 2 minutes it will reduce camping and keep people on their toes.
Also it will bring fights to different areas of the maps, because i see Nodes literally on every corner in Acq but only 3 get used half the time, Due to the fact people are able to camp the node and the double points make the game go super fast.
This is just my idea, i want less camp and more dynamic gaming.
I actually saw a node on a roof today and thought now thats good, it makes you go to places where you wouldnt usually go in other game modes.
So please just reduce the 5 minutes to 2 minutes :)
Thank You o/
It is a good idea. I have heard that the clone reserves depleted is a matter of having no spawn points and has nothing to do with clone counts. Bring uplinks.
Because, that's why.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.09.05 01:37:00 -
[25] - Quote
I-Shayz-I wrote:I would rather see 3 minutes with a 30 second bonus period.
Two minutes goes by really fast, and the last thing I want to see is scouts that can get to the point faster than everyone else and claim all the points before the enemy has a chance to fight back.
By the time that 2 minutes has passed, I'm afraid that the teams will finally be all there, and by that point thw node has already switched.
i.e. something similar to the Evolve problem where you spend so much of the game just running around the map instead of engaging in battle.
Not that big of a problem. It's a matter of tactics.
While scouts are the fastest ones and most likely to get an edge on a newly jumped node, consider these tactical points: - Both sides can use scouts (well duh) - You can anticipate and gamble - You can choose to spread your forces thinly. Makes you weaker in general, but more able to instatake the node before the scouts have the chance, maybe defending the node with heavier guns. - Vehicles. As in Acq modes they are available, good teams utilise them for redeployment (finally a good use for LAVs and basic dropships!)
Thanks for all the supporters. 07
KERO-TRADER is my official Eve character for Dust trading.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.09.05 01:38:00 -
[26] - Quote
And who's to say that the all the nodes have to have exactly the same timer?
Thanks for all the supporters. 07
KERO-TRADER is my official Eve character for Dust trading.
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.09.05 06:02:00 -
[27] - Quote
saxonmish wrote:Hey There o7
I have been playing the Acquisition Gamemode as of late and i think it needs a little change.
Currently:
- The 'Command Node' is around for 5 Minutes, with a 60 Second double point boost.
- There is a clone count which cannot be seen and i'm sure its not a set amount.
Changes:
- The 'Command Node' should move every 2 Minutes With a 20 second point boost
- Show the clone count or remove the ability to clone.
I believe these changes need to happen because, with the Node being there for 5 minutes this turns acquisition into domination for those few minutes.
With this happening it allows people to set up camp around the Node.
But if you change it to 2 minutes it will reduce camping and keep people on their toes.
Also it will bring fights to different areas of the maps, because i see Nodes literally on every corner in Acq but only 3 get used half the time, Due to the fact people are able to camp the node and the double points make the game go super fast.
This is just my idea, i want less camp and more dynamic gaming.
I actually saw a node on a roof today and thought now thats good, it makes you go to places where you wouldnt usually go in other game modes.
So please just reduce the 5 minutes to 2 minutes :)
Thank You o/
Sounds good to me.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
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CommanderBolt
Dead Man's Game
3
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Posted - 2015.09.05 08:09:00 -
[28] - Quote
KEROSIINI-TERO wrote:And who's to say that the all the nodes have to have exactly the same timer?
This. I would love to see variation in the timers.
"Madness how we turned our common-ground into a battle-ground.." - Essa
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iKILLu osborne
T.H.I.R.D R.O.C.K
842
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Posted - 2015.09.05 09:03:00 -
[29] - Quote
Tebu Gan wrote:Agreed, the point just doesn't change hands often enough.
And the nodes could be better placed. Putting one that requires you to climb a ladder basically guarantees that he who hacks it, keeps it. Ads.....
Halo jump.....
Sniper....
Forge.....
Myos.....
Every location has two ladders....
Though I do agree it encourages campy behavior on both sides, which is the Mai reason I would leave matches.
(n`-´)+Æ;;; shotgun blast yo ASs
Retired 62mil sp, z platoon vet, og shotty
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.09.05 09:45:00 -
[30] - Quote
Nice writeup saxonmish.
I like it.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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