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CP Neutralisation Mechanics

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Thomas:
Ah, I only remember reading that the kills would move it towards neutral, and assumed you'd have to sit on the point to finish moving it to your color.

As for blocking being easier than killing ships, it really depends. Staying alive against two ships is incredibly difficult. Even staying alive against one ship is hard if you're not fighting back, the game was intended that way. Now there are some sneaky spots players can get to, to remain alive, but they generally leave them unable to fight back and open to certain attacks.

Scrap used to have some areas that squids and such could sink down into and remain relatively unseen and difficult to get a shot on them. You could however just slam down on top of them and crush them into dust. If there is a location that one ship can get to, another ship should be able to get in there as well. If it's a squid only sort of zone, it might not be an intentional area that players should be able to get to; and would need to be reported for it to be fixed.


This does feel like it would become a lot more like a DM, but I do like the idea of sniping ships becoming viable in a CP. Currently I feel they have a tougher time, since they can only provide so much ranged support and often have to move in close to try and stay on the point (although they probably play a more effective role in Crazy King). I think a timer reduction along with a kill conversion would be acceptable. Making it easier to take by controlling the zone, but still capable of taking it through kills.

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