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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.22 12:12:00 -
[1] - Quote
Noc Tempre wrote:If you lose control of ALL points, you have 60 seconds to flip one or your MCC retreats. https://forums.dust514.com/default.aspx?g=posts&t=45236
Maybe something like...
60 seconds after last MCC is captured by enemy, "MCC preparing to withdraw". 120 second countdown begins. If your team even starts to hack an objective then the withdraw is cancelled. After the 120 second countdown ends the MCC withdraws and the match is lost.
This means if a team is totally curbstomped and can't even make it to any of the objectives alive then the game will end 3 minutes after the last Null cannon is taken. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2012.11.22 12:22:00 -
[2] - Quote
R F Gyro wrote:Noc Tempre wrote:If you lose control of ALL points, you have 60 seconds to flip one or your MCC retreats. https://forums.dust514.com/default.aspx?g=posts&t=45236Maybe something like... 60 seconds after last MCC is captured by enemy, "MCC preparing to withdraw". 120 second countdown begins. If your team even starts to hack an objective then the withdraw is cancelled. After the 120 second countdown ends the MCC withdraws and the match is lost. This means if a team is totally curbstomped and can't even make it to any of the objectives alive then the game will end 3 minutes after the last Null cannon is taken.
Quite ok in games with MCC's on both sides. How about when there's only one, or none? |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.22 12:30:00 -
[3] - Quote
KEROSIINI-TERO wrote:Quite ok in games with MCC's on both sides. How about when there's only one, or none? Ambush is fine as it is. You want to win faster, you kill faster.
For any match type that has objectives to be captured but is not based on Null cannons shooting MCCs the same mechanic could apply with just a change to the back-story / text displayed.
Once all objectives are capped by one team a countdown starts and the team need to start a counter hack before the countdown ends to avoid a loss. |
Sinboto Simmons
SVER True Blood Unclaimed.
140
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Posted - 2012.11.22 14:12:00 -
[4] - Quote
I'm seeing a problem with this what happens if the mach is just started and someone has already gotten all of the objectives?
I'm sure we have all been in this kind of match so I won't bore you with a long post.
this could become increasingly cumbersome if the hostile team are using prototype gear making every match you spawn in a 50% chance of already being ****** over |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.23 08:16:00 -
[5] - Quote
The problems you are describing happen anyway with the current system. Noc's suggestion will reduce the amount of time that matches are redlined by one team or the other; this will mean it is less likely that players will spawn into those games.
Current system... 00:00 Match starts 03:00 Team A caps all objectives 10:00 Team B's MCC destroyed
For 70% of the time players spawning into team B will be redlined.
Proposed system... 00:00 Match starts 03:00 Team A caps all objectives 06:00 Team B wins
Now only 50% of the match has players spawning into a redlined team.
Overall we will all be less likely to spawn into a redlined team. |
Mister Hunt
Sanmatar Kelkoons Minmatar Republic
230
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Posted - 2012.11.23 08:21:00 -
[6] - Quote
What everyone is failing to see, both in this post and in Noc's is that then you would have people just game the system by not capping the last point. It WILL happen. Every game out there that provides SP or XP type gains will have people attempt to make the match, especially against weaker opponents, last longer in order to maximize their gains. Having a "mercy rule" will not work if you have people willing to game the system to continue the slaughter. |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.23 10:00:00 -
[7] - Quote
Mister Hunt wrote:What everyone is failing to see, both in this post and in Noc's is that then you would have people just game the system by not capping the last point. It WILL happen. Every game out there that provides SP or XP type gains will have people attempt to make the match, especially against weaker opponents, last longer in order to maximize their gains. Having a "mercy rule" will not work if you have people willing to game the system to continue the slaughter. Yep, I'm sure that will happen. However, it won't happen all the time, and even when it does it is no worse than the current situation.
Besides, if people really cared about that then they'd already be avoiding redlining. Once you've capped more than 50% of the objectives and are in control of the match, any additional objectives capped will just shorten the match. I don't see too much of that going on though. |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.23 10:03:00 -
[8] - Quote
Discussion should continue in Noc's own thread: https://forums.dust514.com/default.aspx?g=posts&t=45442&find=unread |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.11.23 12:17:00 -
[9] - Quote
Gaming the system would be a lot harder than it is now. The MCC is still a protected spawn (you can toss grenades down to clear the landing zone beneath if things get really bad). We can remove the abused redline and win games without the babysitting period. Win-win in my book. |
Altessan Vigarde
Crux Special Tasks Group Gallente Federation
84
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Posted - 2012.11.24 00:14:00 -
[10] - Quote
The bigger problem I see here besides "gaming" the system, is that upon full release of the game you will have to buy an MCC in order to battle, and MCC's will range in the multiple millions of ISK, so it may be more advantageous for a team that is losing to let the opponent mercy them and let their MCC retreat than lose it. |
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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.24 19:57:00 -
[11] - Quote
Altessan Vigarde wrote:The bigger problem I see here besides "gaming" the system, is that upon full release of the game you will have to buy an MCC in order to battle, and MCC's will range in the multiple millions of ISK, so it may be more advantageous for a team that is losing to let the opponent mercy them and let their MCC retreat than lose it. At that point you won't be playing a set "skirmish" map at all and nothing from this thread will be relevant.
If you are attacking a planet as part of a nullsec sov grap and have brought in your own MCC, you'll be controlling it. The null cannon's won't be pre-placed, the team commanders will deploy them. If one of the teams is losing and doesn't think it can recover then they'll send out dropships to pick up all their troops and fly the MCC out themselves, with the other team desperately trying to kill it before it gets away.
The retreating MCC thing is intended for hisec or faction war battles where there is significant NPC involvement (NPCs control the MCC and the placement of the null cannons). |
Erehk
Insomniacs Anonymous
7
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Posted - 2013.01.31 16:56:00 -
[12] - Quote
Linked over from here...
https://forums.dust514.com/default.aspx?g=posts&t=54999&find=unread
I like this idea. Doesn't seem too extreme, but trims the time down on matches that remain one-sided for far too long.
I definitely like this idea more than any of the suggestions I've seen on changing the redline. Maybe things were different before the open beta, but I haven't seen much abuse of the redline.
Regarding any complaints about people sniping from the redline, or having any other advantage from the redline... well yeah they have an advantage, that's THEIR turf. |
SeeD A
Dust Garden
3
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Posted - 2013.01.31 18:41:00 -
[13] - Quote
Imo, This is a good idea but should not be implemented to all matches. Yes, we all do our best to win the match but anoher things are important too like gain a better rank at the end of the match chance to get more loot and ISK. Again is a good idea, i can see it as "Ambush - retreating MCC"
P.D. I havn't read the Noc's post |
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