Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.21 15:50:00 -
[1] - Quote
After a long line of threads that were deemed "TLDR," I will keep this brief.
Problem- Unbalanced teams outmaneuvering and outgunning opposition. (It's a little better now then it was.) Side Effects- Sitting in a match for several minutes waiting for your rewards. (Facilitated by way of Red Line Sniping, Red Line Counter sniping, Vehicle Camping, Orbital's of opportunity, Sitting in the MCC.)
Solutions- Maintaining possession of all objectives breaks the tank of the MCC faster. (Not ideal, but better then sitting around for 15 minutes killing fleeing LAV's with an Assault forge.) - My preferred method and current proposition, Add a map effect that would take place 30 seconds to a minute after all the objectives (specifically not including CRU's) are captured. That would push the red line back to expose a sudden death node. (We will refer this node as a MCC Anchor Point or MCCAP. This is not official, just to simplify and clarify the explanation.) Once the MCCAP is available the dominate team can push behind enemy lines to attempt to capture the node for bonus rewards. While they push the dominate team needs to protect its current assets. In the event of a failure to prevent said assets from being captured the MCCAP would re-harden, the Dominate team would then have 30-45 seconds to escape the redline before the area is glassed automatically by the War Barge.
This is where my attempt to keep it brief falls apart- Think about it, this adds an unprecedented level of dynamic game play potential in terms of strategy. You can go for a fast high risk kill shot, play conservative and own the field, slowly pushing into a red line. Intentionally allow your self to be red lined only to do a coordinated ninja hack of 3 or 4 points at once facilitating a potentially expensive hit on the opposing team and flipping the map in your favor.
This makes people hiding like cowards (or snipers) behind the red line almost a non issue.
Not to mention this would help mitigate the red line wolf pack by funneling them into a dedicated purpose. Instead of changing into a sniper fit or jumping into a LAV to assist in farming kills while you wait. The pack would push for glory or protect current assets. Unless I am wrong about how this will play out, it will provide an end to the monotony of waiting for the next match to began. |
Zahle Undt
Tritan-Industries Legacy Rising
19
|
Posted - 2013.02.21 16:38:00 -
[2] - Quote
Neat idea, I know nothing is more boring to me than having a team redlined , especially if it is early in the match. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.21 17:20:00 -
[3] - Quote
That's a bit sad but kind of the whole point Zhale. I would say an honest 1/3 of my matches end up in a red line scenario. Camping and padding my KDR against newberries, waiting for the match to end is getting old. Old and consistent enough that I have now gone out of my way to propose a solution for community review. I honestly assumed the response to this would be a little more heated. Perhaps it will now that i have exposed a little of my hubris. |
Natalia Romanov
Kameira Lodge Amarr Empire
2
|
Posted - 2013.02.21 17:58:00 -
[4] - Quote
Ok, so let me get this straight. You want the ability for a team, that is already steamrolling, to be able to steam roll faster because its boring to wait?
I'll tell you it's boring having your entire team red-lined and not able to escape as well.
Where would the losing team spawn? MCC? How would that help them retake the map?
The only way this would be a balanced proposition is if the MCC could launch players across the map.
All that being said, there is a problem with lopsided matches and lack of ability to sway things if things are so far gone.
It's pretty easy to tell when the game is a dead end for either team (it's about the same time everyone heads for the hills unfortunately). This is the real problem as there is no reason to play after this point for either side.
To Fix this perhaps some sort of mechanical sway thing might be granted to the highest WP (Or maybe an item someone would equip for balance sake) squad on the losers side, might help (Think like a bullet bill power up from mario kart, but more dust related. Perhaps an AI controlled Dust style AC-130 , that will clear a line) |
PAs Capone
G I A N T
1
|
Posted - 2013.02.21 18:23:00 -
[5] - Quote
+1. This proposition kills a few birds:
1) it helps people to circumvent red line snipers
2) if a team is steam rolling an opponent then they should be able to "mercy" kill their opponents, but this does more than that, not only does the dominant team gain an opportunity to decimate and flex thier might, but the team getting rolled also has an opportunity to turn the tide in a quick fashion.
3) It adds a dynamic twist to the strategies applied in current games, making them more enjoyable for everyone involved.
If you want it done right, Hire a Professional... |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.21 18:34:00 -
[6] - Quote
Natalia Romanov wrote:Ok, so let me get this straight. You want the ability for a team, that is already steamrolling, to be able to steam roll faster because its boring to wait?
I'll tell you it's boring having your entire team red-lined and not able to escape as well.
Where would the losing team spawn? MCC? How would that help them retake the map?
The only way this would be a balanced proposition is if the MCC could launch players across the map.
All that being said, there is a problem with lopsided matches and lack of ability to sway things if things are so far gone.
It's pretty easy to tell when the game is a dead end for either team (it's about the same time everyone heads for the hills unfortunately). This is the real problem as there is no reason to play after this point for either side.
To Fix this perhaps some sort of mechanical sway thing might be granted to the highest WP (Or maybe an item someone would equip for balance sake) squad on the losers side, might help (Think like a bullet bill power up from mario kart, but more dust related. Perhaps an AI controlled Dust style AC-130 , that will clear a line)
It boils down to this, with near equal teams this mechanic can be used to unexpected advantage. However when it all gets truly boiled down, the sudden death mechanic is to add incentive to avoid needless kill farming and for worthless matches to come to an end sooner, a win-win for both sides.
No one likes over whelming advantage, well lets be honest, some do. Always expect some abuse.
Absolutely no one likes hiding like a chicken sh*t waiting 15 minutes for things to get better. (It wont, and never will. I'll give you a hint as to why. Hiding like a chicken sh*t grants no tactical or moral advantage.) This wont solve the chasm of player skill difference between a vet and newberry but it would provide an alternative to the current wolfpack red line kill farming. |
Adstellarum
G I A N T
6
|
Posted - 2013.02.21 18:55:00 -
[7] - Quote
Natalia Romanov wrote:Ok, so let me get this straight. You want the ability for a team, that is already steamrolling, to be able to steam roll faster because its boring to wait?
I'll tell you it's boring having your entire team red-lined and not able to escape as well.
Where would the losing team spawn? MCC? How would that help them retake the map?
The only way this would be a balanced proposition is if the MCC could launch players across the map.
All that being said, there is a problem with lopsided matches and lack of ability to sway things if things are so far gone.
It's pretty easy to tell when the game is a dead end for either team (it's about the same time everyone heads for the hills unfortunately). This is the real problem as there is no reason to play after this point for either side.
To Fix this perhaps some sort of mechanical sway thing might be granted to the highest WP (Or maybe an item someone would equip for balance sake) squad on the losers side, might help (Think like a bullet bill power up from mario kart, but more dust related. Perhaps an AI controlled Dust style AC-130 , that will clear a line)
you obviously didn't finish reading the entire thing... if the enemy fails to capture that said point within the time limit they get wiped.. i think they should also pay a dbl spawn timer spawn too |
Natalia Romanov
Kameira Lodge Amarr Empire
2
|
Posted - 2013.02.21 19:06:00 -
[8] - Quote
Actually I did read it all. There is no time limit to this proposal. There is a failure, not a time limit. What constitutes failure here?
Volgair wrote:After a long line of threads that were deemed "TLDR," I will keep this brief.
Once the MCCAP is available the dominate team can push behind enemy lines to attempt to capture the node for bonus rewards. While they push the dominate team needs to protect its current assets. In the event of a failure to prevent said assets from being captured the MCCAP would re-harden, the Dominate team would then have 30-45 seconds to escape the redline before the area is glassed automatically by the War Barge.
As for the OP's response of "hiding like a chicken sh*t" won't gain tactical advantage. Well yes that's obvious, didn't need to be said and does't add to the discussion. When held down at the redline there isn't anything one can do to escape this "redline wolf pack farming" . You are given 2 spawn points, one a slightly fortified area, and the MCC. shooting the MCC drop is simple so not spawning from there. That leaves the small bases, which with the redline removed are now camped. So instead of fixing the wolf pack you have now given less reason to spawn back in.
Does anyone else see how flawed this is? |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.21 19:36:00 -
[9] - Quote
Natalia Romanov wrote:Actually I did read it all. There is no time limit to this proposal. There is a failure, not a time limit. What constitutes failure here? Volgair wrote:After a long line of threads that were deemed "TLDR," I will keep this brief.
Once the MCCAP is available the dominate team can push behind enemy lines to attempt to capture the node for bonus rewards. While they push the dominate team needs to protect its current assets. In the event of a failure to prevent said assets from being captured the MCCAP would re-harden, the Dominate team would then have 30-45 seconds to escape the redline before the area is glassed automatically by the War Barge.
As for the OP's response of "hiding like a chicken sh*t" won't gain tactical advantage. Well yes that's obvious, didn't need to be said and does't add to the discussion. When held down at the redline there isn't anything one can do to escape this "redline wolf pack farming" . You are given 2 spawn points, one a slightly fortified area, and the MCC. shooting the MCC drop is simple so not spawning from there. That leaves the small bases, which with the redline removed are now camped. So instead of fixing the wolf pack you have now given less reason to spawn back in. Does anyone else see how flawed this is?
First, I use course words mostly for dramatic effect to elaborate a sad fact. Second, yes it is flawed, ALWAYS expect abuse to some extent. Honestly its no worse then dragging out a one sided match. The incentive for killing them quickly should outweigh farming needlessly. |
PAs Capone
G I A N T
1
|
Posted - 2013.02.21 19:49:00 -
[10] - Quote
I think an interesting fold that could be added to Volgair's idea, is the addition of the ability to call in an adittional instalation, such as a CRU, somewhere on the map other than current location, once the MCCAP becomes available to the dominant team.
So once the dominant team rushes in for the MCCAP the highest WP player (or squad leaders) on the underperforming team can make a new spawn for the team to have a chance at recapping some of the field.
Also i think that once your team has no cannons captured your MCC should stop dealing damage directly to the other MCC. That way if you can come back from a redline push and capture all the points you would still have the ability to turn the whole battle. Versus just losing to the direct damage from the enemy MCC. |
|
Terry Webber
Gothic Wars Consortium
35
|
Posted - 2013.02.21 21:07:00 -
[11] - Quote
I think I have a solution. There is an old thread about Skirmish 2.0 that I think is a great idea. Here's the link:
https://forums.dust514.com/default.aspx?g=posts&t=50015&p=4
Post your thoughts on the thread if you like. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.21 22:54:00 -
[12] - Quote
I remember reading this a few weeks back.
I'm not going to argue that having a titan mode from BF2142 wouldn't be awesome, and frankly something of its kind has been missing from this game since inception. Though i am not asking for that specifically. Seeing as members of EA's DICE team that made BF2142, are working for and with CCP on DUST it stands to reason the games will in some ways will grow more similar as time passes. To expect a specific and direct translation is a bit much.
His request and recommendation still doesn't solve the issues of skirmish 1.5. Both instances, 1.0 and 1.5 are plagued by the same glaring problems. While its true that my proposition or a similar solution doesn't necessarily completely fix all of them, or protect the game mode from abuse (nothing will) it helps alleviate the most grievously obvious symptoms involving prolonged periods of awkward wasted time filled with people attempting to pad their KDR. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.22 10:16:00 -
[13] - Quote
Not quite done throwing this idea around yet. |
|
|
|
Pages: 1 :: [one page] |