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ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
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Posted - 2012.12.28 18:38:00 -
[1] - Quote
Instead of insta losing once your clone reserves are gone, you should continue fighting, just that you won't be able to spawn. That will give the last people on the ground a chanse to damage enemy infastracture to cripple their industry for a short while. Or if they are winning in terms of MCC damage but out of clones, they will be able to defend the cannons until they're dead or they have won. Only after everyone died and the reserves are gone THEN the match should end.
In addition, the redline of the team without clones will be pushed back to avoid hiding. |
Noraa Anderson
Nox Aeterna Security
184
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Posted - 2012.12.28 19:02:00 -
[2] - Quote
I agree, been in a few close Skirmish battles and the ability to fight to the last man and beyond would have been game-changing. |
Tiel Syysch
Imperfects Negative-Feedback
634
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Posted - 2012.12.28 19:05:00 -
[3] - Quote
I don't want to play "find the guy hiding in the back of the redline you can't get to and thus can't ever kill." |
Noraa Anderson
Nox Aeterna Security
184
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Posted - 2012.12.28 19:12:00 -
[4] - Quote
Good point, perhaps have 1 minute over-time instead before the match ends or every enemy is eliminated. |
OgTheEnigma
Seraphim Initiative. CRONOS.
90
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Posted - 2012.12.28 19:25:00 -
[5] - Quote
This could work in Skirmish, although I can't see it being anything but a negative in Ambush and would cause games to unnecessarily drag on with the last few people just hiding or camping.
EDIT: and like Tiel says, you've still got the problem of people hiding in the redline in Skirmish. The only games it would benefit are extremely close and hard fought battles. |
Cpt Murd0ck
Sanmatar Kelkoons Minmatar Republic
95
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Posted - 2012.12.28 20:17:00 -
[6] - Quote
Although I like the Idea of fighting till the last man ...unless as a prev poster said it turns into hide and seek.
I think that If I was an "immortal" and I just heard that the clones had ran out I would get the F*** outa there A.S.A.P. and live to fight another day. |
G Torq
ALTA B2O
88
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Posted - 2012.12.28 21:22:00 -
[7] - Quote
As the number of remaining nipple-necks goes down, they could "re-squad", i.e. re-assembly into new squads. Then, when there is only 1 squad left, declare a winner.
Alternatively, when clone-count goes to 0, start a timer that counts when there are no-one from the loosing side in the battle-zone and/or no lives are being taken. When timer hits 3 minutes, it is game-over.
Qui Sanat Sanatores |
ZanzaItinen
Zumari Force Projection Caldari State
3
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Posted - 2012.12.28 21:36:00 -
[8] - Quote
a combination of all these ideas would be awesome.. 1) its true that when the clone reserves deplete, the game abruptly ends cutting off the players gameplay experience if there not already dead, the issue is with the players still on the battlefield, so a good counter could be..
- timer to end game after clone reserves end (15,30,45 as suggested by Nora - revealed player positions on hud + endgame timer to encourage remaining players to try to kill eachother - once clone reserves are over all players that have been deemed dead or "shot in the head" can quit the game while the remaining players can enjoy a lengthy minute or two of spare hide and go seak or the casual hunt.
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SickJ
French unchained corporation
48
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Posted - 2012.12.28 21:36:00 -
[9] - Quote
This is cool. Kinda like Star Wars: Battlefront. There aren't many things more awesome than being the last man standing. |
Moonracer2000
Subdreddit Test Alliance Please Ignore
314
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Posted - 2012.12.28 23:39:00 -
[10] - Quote
I have a bigger problem with the arbitrary match time limit but yeah if there are still enough people on the field and the MCC is close to popping it seems odd. Perhaps like others said just have a population cut off. If there are only 4 players left alive it is unlikely they will hold off the enemy for long. |
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Alldin Kan
Imperfects Negative-Feedback
169
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Posted - 2012.12.29 01:06:00 -
[11] - Quote
Tiel Syysch wrote:I don't want to play "find the guy hiding in the back of the redline you can't get to and thus can't ever kill."
If the last few players alive are in vehicles or in the redline the game should end. |
RECON BY FIRE
BetaMax.
51
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Posted - 2012.12.29 02:18:00 -
[12] - Quote
I agree for Skirmish. And no to the time limits and all for it. Theres a guy hiding in the redline? Ok. Go take all the null cannons. Either youll destroy the MCC, or you werent really doing that good. If the enemy takes out your ability to control the area it doesnt matter if they lost all their clones or not, they still win. Far in the future though I would like to see it be that if you run out of clones you have to find a way to field more before the enemy finds a way to field another MCC (or whatever similar mechanic is around at that time). |
Gunner Visari
Crux Special Tasks Group Gallente Federation
163
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Posted - 2012.12.29 02:45:00 -
[13] - Quote
RECON BY FIRE wrote:I agree for Skirmish. And no to the time limits and all for it. Theres a guy hiding in the redline? Ok. Go take all the null cannons. Either youll destroy the MCC, or you werent really doing that good. If the enemy takes out your ability to control the area it doesnt matter if they lost all their clones or not, they still win. Far in the future though I would like to see it be that if you run out of clones you have to find a way to field more before the enemy finds a way to field another MCC (or whatever similar mechanic is around at that time).
If you had to burn through all your clones to zerg your way into controlling the objectives and we depleted them we were doing just fine. Clone depletion is there for a reason, no there shouldnt be an overtime, fact is if you dont bleed out and you dont choose to hit respawn the count doesnt drop until after this has occured. Meaning if you were impatient and pressed respawn or a teammate didnt revive you and in either scenario were too careless to look at the clone count then you deserve to lose. Yes it suck for the people playing fighting for objectives, chances are they were the ones carrying the team, but that doesnt mean the other team should get punished for smelling weakness in the ranks and exploiting it either.
Clone depletion is a valid way to win, I am however for uping the clone count to 200. But as is 150 seems to at times be too quick, however i have been in many tight matches against good players on both sides where it was literally a rat race with one sides closer to depleting clones and the other to destroying the MCC.
Also keep in mind that the MCC's are firing at each other and (not sure if true, damaging each other). So if a clone depletion occurs and the team that depleted them are close to losing their MCC and still caps all the objectives could in theory still lose if the gap is wide enough, why should they be punished for eliminating all your clones(basically depleting the enemy of their resources, another path to victory in any type of warfare). |
DJINN leukoplast
Hellstorm Inc League of Infamy
288
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Posted - 2012.12.29 05:04:00 -
[14] - Quote
I made a thread asking for exactly this a month or two ago. Only real negative is that the people who die may end up waiting forever while the last group camps around the map (or in the redzone).
The solution would be to include some kind of timer, like a maximum of 2 or 3 minuets extra as soon as the last clone is spawned. |
Baal Roo
Subdreddit Test Alliance Please Ignore
811
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Posted - 2012.12.29 07:12:00 -
[15] - Quote
How about you lose when your clones are depleted and you control no objectives for 30 seconds? |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
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Posted - 2012.12.29 09:28:00 -
[16] - Quote
Tiel Syysch wrote:I don't want to play "find the guy hiding in the back of the redline you can't get to and thus can't ever kill." I added something for that. |
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