Hagintora wrote:Okay, we're dealing with three completely different issues here.
1) AFK Farmers
2) Redline Sniping
3) Teams Being Redlined
Making a single sweeping change to try to cover all three is not the way to handle this. You need to look at each one individually and treat it like it is, a seperate issue from the rest. Remember, correlation does not imply causation.
1) AFK Farmers: AKF Farmers really don't have anything to do with the redline at all. Yes, being behind the redline does make it easier to farm, but if you know where the high traffic lanes are on the map, you can farm from outside the redline as well. Farmers only affect the team that they're on, so making changes to curtail Farmers that further impairs a teams ability to fight effectively, doesn't make sense. I don't really have any ideas that could solve this problem that couldn't (as others posters on this forum have said) be bypassed by the use of a rubberband, but I do know that focusing on the redzone isn't it.
2) Redline Sniping: The real issue with Redline Sniping, as I see it, is the lack of the opposing teams ability to strike back as they would be able to if the sniper was firing from any place else on the map. This is actually not an issue with the redline, but with topography. 95% of all the best sniping positions on the map are located in, on, or around the redline. This is not just true of Team Redzones, but of the redline that encircles the entire map as well. My proposed solution? Allow characters with a low Scan Profile to be able to enter the enemies redline for a short distance, I'd say a maximum of 20 meters, before the Kill Switch timer activates. The lower the profile, the farther you can penetrate the redzone, up to the maximum. This would allow Scouts to penetrate the farthest, while Heavies would not be able to penetrate at all do to their much higher Scan Profile. This would also keep any and all vehicles out of the redzone entirely, as it does right now. This idea makes redline sniping more dangerous for the snipers, while keeping the relative safety that the redzone was created for in the first place.
3) Teams Being Redlined: Again, this really doesn't have anything to do with the redline. The problem here is with a lack of Win Conditions. As I've mentioned in my other thread "Win Conditions", we only have two; Destroy the MCC, and Cloning Out the enemy. Everybody focuses on the first, but when that gets taken away (as in, even if you capture all the Null Cannons and held them for the rest of the game you'd still lose), players are forced to focus on the second. And why should they come out of the redzone when all they have to do is sit back shoot you? Why try if you know you're going to lose? Forcing things like "timers if redzoned", "no damage when in redzone", "no points while in redzone", etc., doesn't make players want to try harder, it makes them want to stop playing. We been redlined, the game just got exponentially harder because of it, I'm going to lose anyway....see ya! If you want to keep games exciting, give players more ways to win. If their were a third way to win a match, or a fouth, players could then focus on this these new ways, while still trying to capture objectives in order to slow down the destruction of the MCC.
Three different solutions, to three different problems that if implented will help to alleviate the issues that we currently see in game. Will they stop them completely? No. The only way to stop all problems completely is to get rid of all of the players. No players, no problems....But no game either.