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Baal Omniscient
L.O.T.I.S. Legacy Rising
375
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Posted - 2013.03.27 11:36:00 -
[1] - Quote
How would you guys feel about a third option for ending skirmishes? I'd like some opinions on this before I throw it into feedback, I want to get the details ironed out and see if you guys even think it's a viable addition. I'm thinking something along these lines:
How you can capture the enemy MCC:
Put an MCC control override in the base camp of each team
If you do not have control of a single objective for over 2.5 minutes, your redline becomes inactive, allowing enemies to enter your base camp
If while your redline is inactive your team takes an objective, the enemy team has until the control objective changes hands to escape the redline before it becomes out of bounds again
Once your redline becomes inactive, the enemy team can attempt to hack your MCC control override. The MCC control override will take around 2x the time it takes a null cannon to change hands once the virus is uploaded.
If the enemy team successfully takes the MCC control override from you, they earn a 1.1x bonus to SP gains, a 2.5x bonus to ISK received, a 3x chance for receiving salvage and the battle ends immediately.
How would this improve the game?:
This would deter AFK farming a bit since your gains from it could be cut very short if the match ends quickly and your team is on the losing side.
Your team would be forced to try to take objectives instead of hiding behind the redline since the redline will disappear if you don't get an objective quickly.
This would give the winning side something to do other than sitting back and camping the redline.
This would provide a mercifully quick ending for matches where one team is completely out matched by the other.
This would provide a mercifully quick ending for the winning team so that they aren't forced to just stand around hoping an enemy tries to make a run for an objective.
[*] It would introduce new strategic elements into skirmish since you would have to learn plans of attack against every type of enemy base. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
387
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Posted - 2013.03.27 14:25:00 -
[2] - Quote
Red Eye Laser wrote:That's a really cool idea dude. It's kinda fixes ark farming, gives incentive to play and win and broadens the game.
One issue I can think of is that the mcc will eventually be a purchasable asset so once it's hacked, where does it go?. Will the winning team all get a share of it?.
In Corp battles that would be great but that means in pub matches there will be alot of ISK to easily plunder.
I think that when the hack is complete it should start a self destruct sequence which will remove issues with ownership. Then the winning team gets all the salvage from the mcc shared between them. Very good point, I updated the OP to incorporate this. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
388
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Posted - 2013.03.27 14:49:00 -
[3] - Quote
KING ZUMA wrote:bigger boost to sp because the sp is partialy based upon how much time you are in a match so you must make is worth going for the MCC other wize people will rather wait the match out for more sp- an sp multiplyer worked out from how much MCC health left- more health= more sp The problem with that is that if you take too long to capture all bases, there won't be hardly any bonus to make it worthwhile to cap the MCC. It's better to have a solid bonus instead of a scaling one.
That said, I could see SOME bonus increase, but you can't make it too high or it throws off the gains rate of SP every week. People would be able to cap out even faster than they do currently, and we already have a lot of people who cap out in the first day after the cap reset each week. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
388
|
Posted - 2013.03.27 15:03:00 -
[4] - Quote
God Hates Lags wrote:The only problem with this is that the MCC will eventually be mobile and can roam the map once it is piloted. So I don't know how that figures into your plan. The MCC wandering the field shouldn't make any difference on how the MCC control override would effect it. It just means that the MCC would be in a different part of the field when it gets capped, the base where the MCC override is would still be in the same place. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
400
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Posted - 2013.03.27 21:02:00 -
[5] - Quote
ChribbaX wrote:If only this also fixed the K/D stats I'd be happy... Sorry, I can only fix so many issues with a single change. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
404
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Posted - 2013.03.28 20:22:00 -
[6] - Quote
GarryKE wrote:I like it. Another! Another what? |
Baal Omniscient
L.O.T.I.S. Legacy Rising
421
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Posted - 2013.03.29 17:57:00 -
[7] - Quote
Daww, thank you guys. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
429
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Posted - 2013.03.30 12:56:00 -
[8] - Quote
Garrett Blacknova wrote:Kane Fyea wrote:One question: Why would they have a control panel for the MCC on the ground? Why would they do that? This is why I think this idea is stupid. It can't just be down there because it is. There has to be a reason to have this panel on the ground. So it's not a control unit for the MCC. It's a TACNET control panel that manages data transfer between the MCC and ground forces. That would also help to explain why using it to hack the MCC and trigger a self-destruct would take so much longer than a NULL Cannon hack. Indeed, the point isn't WHAT it is in the base that can end the battle, the point is that there is SOMETHING there that can. It could be almost anything. The whole point of it is to open up the map and to allow the swift end of drawn out skirmish matches. It just has the side effect of solving many other issues as well. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
433
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Posted - 2013.03.31 09:36:00 -
[9] - Quote
Garrett Blacknova wrote:Baal Omniscient wrote:Garrett Blacknova wrote:Kane Fyea wrote:One question: Why would they have a control panel for the MCC on the ground? Why would they do that? This is why I think this idea is stupid. It can't just be down there because it is. There has to be a reason to have this panel on the ground. So it's not a control unit for the MCC. It's a TACNET control panel that manages data transfer between the MCC and ground forces. That would also help to explain why using it to hack the MCC and trigger a self-destruct would take so much longer than a NULL Cannon hack. Indeed, the point isn't WHAT it is in the base that can end the battle, the point is that there is SOMETHING there that can. It could be almost anything. The whole point of it is to open up the map and to allow the swift end of drawn out skirmish matches. It just has the side effect of solving many other issues as well. Another suggestion (which is simpler and more direct, but seems less logical) is some kind of shorter-ranged, but more powerful anti-air weapon that takes the MCC out much faster. It wouldn't insta-win the battle, but it would speed the process up if you can hold it, and with the limited range, it would only be able to reach the "friendly" MCC above it, rather than firing across the battlefield like the NULL Cannons do. That would be very interesting. Perhaps set it up so that it's powered by the NULL cannons and it automatically starts firing after charging up (it charges while all NULL Cannons are under the control of one side for a set amount of time). It could work, you could even set up one on each NULL cannon and if the enemy owns that NULL cannon for too long, the airburst cannon kicks in and begins to cause bonus damage on top of the NULL cannon damage. THAT would cause people to try to hold their bases much harder, as well as try to at least temporarily snatch away control of enemy cannons. |
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