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Cap mechanics are dumb

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Arturo Sanchez:
It takes away from what makes CP a different mode.

The tactical tanking and defending of point.
The scouting of points of crazy king.
Being sneaky and clever by blocking points while unspotted to buy time for teammates.

The only thing needed was that kill giving points thing. That stops indefinite defending. But removing the blocking mechanic entirely?

To remove variety in tactics for a major dominant one is dumb. Literally makes a different and clever game mode, dumbed down to just another death match.

Just kill CP entirely and make those maps death match. Just be done with it.

Squidslinger Gilder:
In agreement but only cause I think 450 caps are too low. The Aerodrome style kills for points is a nice change.

To be fair, you can block at times. Especially in 2v2 CP. 3v3 you'd need more enemy ships to leave. But with such low point caps, it just isn't really worth fighting over points anymore.

Thomas:
I kind of like the changes, but I feel they made too many changes at the same time. Reducing the length of CPs was the old standard, and for some reason they did it again, AND added in a way to get CP points faster. Now CP matches end alarmingly fast.

I'd prefer they raise the point cap back up, OR go with Maximillian's idea of still being able to block CPs like the old times. Having all the changes happen at once puts CP in a weird spot. Was there testing days for these mechanics?

DrTentacles:
I think the reduction works well, as the new mechanics made it more "swingy." Sure, the time's been cut, but it's also very possible for the point to go back and forth multiple times.

Arturo Sanchez:

--- Quote from: Thomas on February 26, 2015, 12:27:46 am ---I kind of like the changes, but I feel they made too many changes at the same time. Reducing the length of CPs was the old standard, and for some reason they did it again, AND added in a way to get CP points faster. Now CP matches end alarmingly fast.

I'd prefer they raise the point cap back up, OR go with Maximillian's idea of still being able to block CPs like the old times. Having all the changes happen at once puts CP in a weird spot. Was there testing days for these mechanics?

--- End quote ---

If there was I wasn't aware of it to test the hell out of it on dev app. No one was discussing it on the dev app forum either.


--- Quote from: DrTentacles on February 26, 2015, 12:31:06 am ---I think the reduction works well, as the new mechanics made it more "swingy." Sure, the time's been cut, but it's also very possible for the point to go back and forth multiple times.

--- End quote ---


thats what made crazy king EXCITING. it was a race to each new point. the first one there caps the point at minimum cap speed, but as the first one there you delay your opponent if they wish to contest.


and in high lvl play you have scout battles as they fight for the right to cap first.


Theres plenty of combat in the game (hence this kill points mechanics can diminish stalemates easily-plus it deters suicide exploits to respawn near next point)

As for king of the hill? You know what? Let king of the hill have it. And let crazy king be its own thing.

That way king of the hill and crazy king are no longer just rehashes of the same mode.

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