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CP Neutralisation Mechanics

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Thomas:
It's a bit of a gray area. The goal of the match is to claim and control the 'hill', and if they can manage to survive and get back to the point without having them both off the point at any time, that's pretty impressive. It's about controlling the zone as opposed to kills.

If there was even 1 second in between the last kill and the next ship arriving, the point would slowly be converting to the Red team. With a shorter time, they could convert it faster, and at the very least get it to neutral. The current timer would take them several waves to even reach neutral.


Although I can support the idea of having more ships on a point at a time will start to convert it towards your team, with each ship contributing a little. So each ship pushes for +1 second to your teams gauge, while the enemies get a +1 to their gauge. This could ideally help out the 3v3 matches too, where it's far more likely that they'll have at least one ship blocking the point.

Most of these suggestions will lead to longer matches, but that can be easily fixed by changing the points needed to win.

Crafeksterty:
Youve explained it before. Your description of a match does not proove much because you are assuming  R to be really bad.

Im sorry Xyem but your example does not work with actual skill going on. I definetly support the idea of 2 ships being on the point versus 1 ship will still count torwards capturing the point for the 2.

But the timer does make a diffrence. Just a slight, slight no ship blocking the point will result in a loss of the point. (asuming 3 seconds to neutral state). But right now the timer is too long, even for being blocked.

Heck if you assume the timer does no difference if it is 1 sec? Then i really urge you to learn how to do some quick kills. I mean, its 2 v 1 were talking about.

Zyem:

--- Quote from: Thomas on December 15, 2013, 10:06:05 am ---It's a bit of a gray area. The goal of the match is to claim and control the 'hill', and if they can manage to survive and get back to the point without having them both off the point at any time, that's pretty impressive. It's about controlling the zone as opposed to kills.

--- End quote ---
Exactly. In my example, is it not R controlling the zone rather than B?

Zyem:

--- Quote from: Crafeksterty on December 15, 2013, 11:13:55 am ---Youve explained it before. Your description of a match does not proove much because you are assuming  R to be really bad.

--- End quote ---
You don't have to be bad to struggle to get a kill on a ship totally focused on avoiding dying. B doesn't have to return fire, so everyone is focused on repair...


--- Quote from: Crafeksterty on December 15, 2013, 11:13:55 am ---Im sorry Xyem but your example does not work with actual skill going on.

--- End quote ---
Then explain why most CP matches end 650-0, even with similar skilled crews on both sides. My example works fine because I've been in matches where what I describe actually happens.


--- Quote from: Crafeksterty on December 15, 2013, 11:13:55 am ---But the timer does make a diffrence. Just a slight, slight no ship blocking the point will result in a loss of the point. (asuming 3 seconds to neutral state). But right now the timer is too long, even for being blocked.
--- End quote ---
I'm not arguing that a shorter timer wouldn't make for more to-and-fro in most matches, I'm arguing that there is an edge case where the timer is rendered irrelevent and the team that should win, doesn't. My suggestion handles this edge case without disrupting the usual case.


--- Quote from: Crafeksterty on December 15, 2013, 11:13:55 am ---Heck if you assume the timer does no difference if it is 1 sec? Then i really urge you to learn how to do some quick kills. I mean, its 2 v 1 were talking about.

--- End quote ---
I've been 2v1'd an entire match by level 6+ crews and lasted long enough for my ally to get back to me. And I'm hardly a very good pilot. Find 2 experienced squid crews and 2v1 them while they are completely focused on staying alive. You will find that they can stay alive longer than it takes for their ally to return.

Saying I can't kill fast enough to work around the broken mechanics is blaming the wrong person :P

Crafeksterty:

--- Quote ---Then explain why most CP matches end 650-0, even with similar skilled crews on both sides. My example works fine because I've been in matches where what I describe actually happens.
--- End quote ---
Its because todays CP is not rewarding and does not punish leaving the point!!! I didnt assume your example with 300 seconds to capture a point, i assumed with 3 second capture. Where you also said
--- Quote ---Feel free to plug any timer value you like in, you will see that it makes no difference.
--- End quote ---

How do you know that?! With skill and or actual commitment into nabbing the other team away from the point with the concept of a very low timer, how do you know it will still be the same? Even if the timer that i mentioned is as narrow as a spawning ship just wont make it back to blocking...

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