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CP Neutralisation Mechanics
Zyem:
--- Quote from: Crafeksterty on December 14, 2013, 06:28:36 pm ---By greatly reducing the timer i mean GREATLY not by a tiny amount. You stay on that point for just 5 seconds and it is allready neutrelised.
The spot to stand and capture a cp is allready a tight also. So it would really be a king of the hill.
--- End quote ---
What do you regard as greatly reducing it? I think it's already gone from 30 seconds to 15 seconds..?
Crafeksterty:
The thing about todays king of the hill is, when the new kings take place, they still have to capture it. Technicaly making the defeated team for the time being still the kings.
Lower the timer GREATLY. Like fucken... neutrilised in 3, more or less seconds then you have a heavy fight for the point.
Leaving the hill will risk in getting its throne stolen, etc etc.
A random ass brawl where none of the ships are aware of the capture zone will randomly take the point.
But the oldest king of the hill mode that i can remember that is correct only offered points if inside the capture zone, and if your out of it... is neutrilised. If 2 opposing teams are in it, its neutrilised.
If someone pushes you out of it. He starts gaining points and etc. Basically, anyone on the hill gains points. That is how it is seppoused to be.
Put the timer down to very low, you can simulate that while still maintaining the ability to leave the point.
Thomas:
Currently it takes a lot more teamwork to reclaim a point, than to just capture it. The first one to capture it gains a massive advantage, and it can take almost a whole match just to flip it once.
I think one nice way to make it easier is to change the times. Currently it's like a tug of war match. You have three zones: Red, Neutral, and Blue. To capture of a point, you have to take it from neutral up to full (your color). At which point you'll continually gain points until it's put back to neutral.
So ideally you could make the Red/Blue zones smaller than the neutral zone. Something crazy small, like 5 seconds; while the neutral zones stays the same or becomes a little larger. This makes it easier to at least bring it back to neutral and prevent more points, while you still need to take it completely to your color to start earning.
I think Xyem has another good idea for making it a little more back and forth, although personally I'd dumb it down. Instead of it being based off how far from the point or what kind of ship/damage; just having a static number. This would make the gauge more like a point based system.
For example, lets pretend that there's still zones. Neutral starts at 0 and ends at +/-10. While the blue and red zones go from +/-10 to +/-20. We'll pretend these relate to seconds, although I'm fairly certain they're not accurate. So when you get to the point at first, you take it from 0 to 20 (you're red), and you'll keep getting points as long as it's in the 10 to 20 zone. The enemy needs to take it from 20 all the way down to -20 to start getting points.
With an idea based off of Xyems, just killing an enemy who's in that zone awards you 'points/seconds' to your color. So if red has it at 20, and you kill a red ship inside the zone, it'll put a -5 or so on the gauge, moving it down to 15. Kill another red ship and it's at 10, back in the neutral zone, and they are no longer earning points. This also helps recapture a point faster, since you need 30 seconds instead of 40. (while the initial capture only took 20 seconds).
Just an example, the numbers are totally tweakable. It's just less complicated, although it may push for tougher to kill ships in capture point matches, something I think Xyem was trying to balance for.
Crafeksterty:
Then you have to create that zone, then the largness of that zone, then the system that reads what is happening.
It just makes things complicated even for a meta perspective just for a game of king of the hill.
Right now they have a CP system that they use for both resource race that no one plays and Crazy king.
Complicating things by too much, you get too much work for a complicated to keep track of game mode.
While at heart you will mostly want to just focus on the ship and what is going on in the game. Rather how the game mode works.
That is why im saying that, simply reducing the capturing time to very very small for king of the hill atleast is the most simple and elegant way.
Zyem:
--- Quote from: Crafeksterty on December 14, 2013, 06:56:45 pm ---.. snip ..
--- End quote ---
Thank you! You've helped me realise an issue with my suggested system.
People purposely leaving the point if they know they will die so them dying doesn't damage the point. Hmm *ponderponder*
The only way around that that I can think of is that it isn't based on distance, but rather each ship has a timer on itself and the damage is also done relative to how much "defending the point" timer they have. So a ship that doesn't go near the point, doesn't affect the point if it dies but a ship leaving the point and killed would still affect it, unless they'd been away from the point for a while.
@Thomas:
The issue with having a set number and a set range causes several issues.
Firstly, some ships are more difficult to remove from the point. Why is the reward the same for much more exerted effort?
With a set range, defenders can "skirt" the edge of the range and leave it when they are about to die to prevent damage to the point when they die.
If you don't have any range at all, ships that are not involved in the point defense dying affect the point when they shouldn't.
EDIT: Just wanted to say thank you for your input :) It is very appreciated!
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