BattleCry1791
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
119
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Posted - 2013.03.30 12:04:00 -
[1] - Quote
A while back, one of my clanmates, XerotheBigBoss, started a thread about getting rid of the redline. His goal, like many of us, is to make redline sniping, tank sniping, and railgunning a thing of the past.
It happens all the time; one team in a skirmish pub match is just wildly better than the other, resulting in a redline massacre. So you and your team, as the ones perpetrating the redline are sitting around for 10 minutes trying to kill anything you can to speed the process. But you're pretty much waiting on the MCC to blow up. As the team being redlined, you're either waiting to die or are hard charging into the rear objectives, only to hack, get killed, curse your teammates, and then do it all over again.
During Xero's thread someone brought up a great idea. I regret that I cannot find this guy to give him props, but he had a notion that if one team holds all the objectives for a set amount of time, the redline drops.
I thought that was a pretty good idea, but then it just leads to spawn raping and every one on the team that's getting owned will just leave and then the game will be filling in with guys that will take one look at the map and also leave. It's just a bit too much of a **** move.
To me, the goal here is to save both the strong team and the weak team some time and ISK. Skirmish matches with no action are no fun. No fun means no one is playing. So at some point we just have to admit, as players, that there are some matches where one team simply does not stand a chance of beating their opposition, so why not just live in reality, and get the damn game over with.
Therefore, I submit this option:
If Team A holds all objectives for (3) minutes, the redline falls to encompass only the spawn area on the ground. The MCC stops being a clone spawn, and anyone IN the Team B MCC dies as a result.
At team B's spawn, turrets (in places that actually matter) and an additional resupply drop
In between the Team B ground spawn and the rest of the map, drops in a structure...this structure can be whatever you want it to be. It's the Target lock shield that prevents the MCC from getting hit by an Orbital, or maybe it's where all the clones are actually kept for Team B....No matter what meta you want to use, it's a structure, not unlike the objectives, that you can hold circle on, but not destroy
It's now up to team A to get to that structure, and hold circle. 30 seconds after completion, the game is over (MCC get's blown up, clones are stopped, whatever excuse you want) It's up to Team B, who now has a fortified position and has a closer spawn to the structure (and I've even thought about taking their spawn time down to 5 seconds in this phase) to defend that button.
If, at any point in time team B recaptures an objective, the redline goes back up, the structure still stands, and anyone from Team A still stuck behind the red line has 20 seconds to haul ass back to the warzone. Just because the Clone Stockpile (or whatever it is) appears, does not lock out the original objectives.
If Team A is able to blow the MCC, all members get an ISK Bonus
Now, granted, this is a very MAGish submission to a put an end to boring Skirmish Matches. Here's my counter to that argument:
Something has to be done to make these matches more competitive. Since we know these things are not going to happen: Map redesign Sniper Nerf Game Balancing by SP/KD/WP for the love of all that is holy something. Bringing back the MAG style maps with a defending and attacking force
Then there has to be an alternative. One that forces Team B to either put up, or go on to the next game in a rapid fashion. When matches become so boring and repetitive that once players hit their cap they sit in the MCC and farm SP...when it's so mind-numbingly dull that guys get out drop ships to mess around, when's it's so glaringly obvious to the members of Team B that they are so outclassed and outgunned that they have no option other than to snipe from behind the redline...the game mode has utterly failed.
So I suggest that a hybrid be created so that in those instances where Team A is going to steamroll Team B, we have an alternative to everyone sniping at each other from the redline, or trying to blow up RDV's and LAV's before they actually drop in by using militia swarms, which is what over half of all Manus Skirmish matches look like nowadays.
CCP, you've tendered that you want to create an FPS experience that will give everyone that plays MultiPlayer FPSs not only the same things that they're used to, but also offer an experience that they've never had before. What I have listed above would be one way of doing this; in game....and not relying on the "meta" of this MMO/FPS to carry the game. |
BattleCry1791
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
130
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Posted - 2013.04.02 08:18:00 -
[3] - Quote
Jathniel wrote:
Read what you said here... VERY carefully. Where is the systemic problem, requiring a systemic change?
Your complaint isn't with the System. Your complaint is with stupid and/or uncoordinated players.
You cannot ask for a systemic change, for problems that are not systemic.
And that's where you and most FPS game developers are DEAD WRONG.
If there are no players, there is no system. The players are PART of the system as the entire thing is designed on the premise that there are.....players.....playing....the game.
This bouncing ball is not hard to follow. As such, you have to account for the sheer stupidity and lack of skill of your average blue dot. And then you have to put an exponent on it due to the MMO nature of this game which predicates and promotes inbalance...which has never been seen in an FPS platform to this severe degree before.
Even if they do come up with a filtering system, players like myself will find a way to get into low tier equipment games and let our natural passive bonuses do the dirty work. Make SP and not waste ISK. The same thing will happen even with Filtering as it does today.
Go ahead and look that the scores at the end of games you play...they're always there...the guys in the NPC corps that go 2/12, 0/9...they exist in every FPS game. They don't come to the message boards, they don't get into the meta game, they have a shelf life of about 3 months, tops, before they get bored with the game and move on. But while they are here they occupy space in pub games and generally suck it up, helping their side to lose.
Here's an interesting question...how many players who have played Dust...have never hit the weekly cap? I'd wager there are more who have NOT than those that HAVE.
The system is not designed for the players. The players are part of the system. An almost unquantifiable variable to be sure, but part of the equation none the less.
I finally got Cross to understand this (not saying he agrees with it, but gets the general idea) with just one post many months ago. How long am I going to have to rant until you get it as well? |
BattleCry1791
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
130
|
Posted - 2013.04.02 08:20:00 -
[4] - Quote
Mictlantecuhlti wrote:Doing something to eliminate lopsided games is a great idea. As an alternate suggestion :
First acknowledge it's a pub game, so it doesn't really matter.
Sorry, but time matters, my 98k standard heavy rig matters, for some guys their KDR matters, for others it's warpoints.
There's a grind aspect to this game. My proposal helps to eliminate part of that grind for those of us that are skirmish players.
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