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Posted - 2012.11.23 05:28:00 -
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Erm, I mean tactical retreat. If all points are red, the MCC starts a 60 second countdown. If no points are hacked or converted, the MCC warps out. With this change comes removal of the redline. If you get pushed back, it's over. Try again another day.
Corp battles can just remove the redline and let corps decide if they want to keep throwing money around or not. NPC's will play more on the safe side. |
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Posted - 2012.11.23 12:11:00 -
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Lol, no worries. Sometimes I miss things If I had seen that thread I would have just kept it going strong.
Furthermore, gaming the system means you have to cover at least 3 spawns (the two default and the "gamed" objective). While it is still possible, it would be a lot harder than the current system. |
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Posted - 2012.12.05 05:38:00 -
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NPC contracts should probably normally end in a withdraw. They are going to be conservative with their MCC's since they are footing the bill. I'd rather the round end and get another chance at it than leave the option open for an epic comeback. In the long run that gives more opportunity for fun (since comebacks are rare). Maybe a distinction for FW vs high sec. Null of course will be all on the players to decide when they are losing or winning. |
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Posted - 2012.12.06 07:06:00 -
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DarkShadowFox wrote:I could see Eve being able to have like a right click on the planet, evacuate MCC option but there would be a good 20 minutes count down...
and it would only be for like a losing side and you would have to have some wierd contact connection to the corp/ team on it...
IDK but 60 seconds inst enough for someone to recapture an objective.
can you run to an objective in 60 seconds if your redlined... you better be damn good at this game if you can..
The point is if everyone has been pushed back to the redline, the game's over. The grace period is to give time to finish a push if you are just swapping objectives all game. |
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Posted - 2013.02.01 01:10:00 -
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Thranx1231 wrote:BS. Just play the Kitten game already. What is with this constant whining about driving the team into the Red and now its too boring.
Drop the tanks. Don't push them into the Red. Exit the Battle. Have a squad defend a letter objective. Now defend two objectives. Try three on a four or five objective map. Only play Corp battles and use whatever rules you want to there. Only play with one hand.
Even if you drive them into the Red how much longer does it take to finish them off? Not long with all the Null Cannons tearing their MCC apart.
A failure of imagination seems to be the one constant on these forums.
So if I want to have fun start tieing my hands behind my back? The redline is a problem. Hopeless games that you have to babysit the blues are a problem. Getting in a match that is already lost is a problem. I'm glad you're able to consistently find fun matches. The majority of my matches though are instant redlines followed by 15 minutes of picking off snipers. It's just not worth playing but you can't leave if you have assets on the field or want your SP. |
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Posted - 2013.05.02 19:40:00 -
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Nanite injecting an important suggestion. |
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Posted - 2013.05.03 00:40:00 -
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Cross Atu wrote:Cross Atu wrote:The OP as a suggestion for a new game mode +1 with a bullet. The OP as a replacement for the current skirmish -1 don't damage game diversity and player choice.
Cross Since it seems we're reiterating things ^
Well, I said all the way back then that it can be a way to differentiate Hisec, Lowsec, and Null. "Skirmish" is a terrible game mode atm and has only gotten worse since I wrote this. |
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Posted - 2013.05.03 15:00:00 -
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Jathniel wrote:Sorry, OP.
A game like Battlefield has a match timer when objectives are captured, because there is no MCC there to blow. You hold objectives, and that's it.
The skirmish is just fine. You've successfully pushed the enemy out, now successfully defend, until the MCC blows. If the enemy has given up, that's not a broken game mechanic, that's a tactical decision. Remember, players are going to cut their losses if they're smart.
Groups might leave a match, and allow players that can put up more of a fight, into the match. There has to be time to allow for that. Skirmish isn't too bad, as it currently stands, because it still allows for victory by clone out.
I just got out of a match, where the opposing team held all objectives. I sniped to my heart's content as they ran out in the open trying to camp the redline, instead of camping an objective like they should have. We ended up cloning them by a difference of 30.
Skirmish, as it currently stands, permits foolish hotheads to lose their cool, and throw the match, just like in the one I just mentioned. I find this to be a good thing.
I couldn't ask for a more balanced game mode.
A victory timer of some sort would prevent this. So again, sorry OP. I understand your frustration, but I disagree with your point and intension.
EDIT: As Cross recommended, a separate game mode is where this belongs. Probably, like the single null-cannon game mode we had. Perhaps let the null cannon fire a mega shot if you hold the cannon for 3 normal shots.
Sniping so many people from the redline as to clone them sounds like a boring match from both sides. Furthermore, why would the NPCs let the MCC sit there and die if the battle is wholly lost? This isn't about a finite length on the match (although that is already there) so much as it is ending the battle when the fight is over.
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Posted - 2013.05.03 19:03:00 -
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Alan-Ibn-Xuan Al-Alasabe wrote:Man, I've suggested this in a couple threads and I was shouted down every time. Screw you guys.
Point is, this is a good idea. I support it.
Look at the date on the OP... the idea is ancient. Just happened to bump my own because it was easy to find. Anything to get people talking about it seriously again. |
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Posted - 2013.06.09 06:38:00 -
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Cross is a masochist and enjoys punishingly uneven games. Fortunately for you, the system I proposed in OP still lets you do that. It just gives an out so you are not FORCED to sit there and take it if you truly give up. Play with the reward structure a bit so it isn't the first, second, or third option; the intention is not to remove the tug and pull, just give both the dominators a mechanic to secure the knockout that the current mechanics do not support. Leaving the battle is the same effect for the person leaving, but the people they left behind are simply stuck.
It's not a comprehensive change, it's just ADDING options to the sandbox for the defeated to turn tail. Losing early does not mean you deserve to sit there and take it for 10 minutes. |
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