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are we excited?!

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Jub Jub:
Considering you know immediately which ship is the VIP (the top on for each team) and what they're taking, if you bring ships that can't effectively catch and kill a Squid, even though the opposing VIP ship is spotted with a symbol every few seconds even when its not spotted (effectively meaning that you can see the ship from across the map); that's not a fault of game mechanics, but lack of preparation. Every game mode has a "preferred-pick" as far as ships and load-outs go.

Richard LeMoon:
In what way? Squids were rarely used in our VIP matches.

Though, the rule changes they made may encourage the 'run away and hide' strategy. We will be testing the current rules to see if it can work without the time limit or Sweep rule.

These or the original rules. The rules that will be covered by game mechanics are crossed out.

--- Quote from: KitKatKitty ---
VIP MODE RULES:

- A 3v3 played in any of the King of the Hill or Crazy King maps.
No capturing of the point, you ruin the whole game and the lobby has to be re-made.
Penalty for capturing the point: 1 VIP death granted to the other team per 100 points captured. (This is special to Desert Scrap)

- 1 Ship on each team will be the VIP.
       - This is the top most ship in each column.
       - The Ship must have VIP in the beginning most part of their name. ( -VIP- Pineapple)
       - No other ship may have VIP in their name.
       - This part can be covered by hard code now.
- 30 minutes per match.
- 2 ways to win: 1) Elimination 4 Kills on the enemies VIP ship
                         OR
                           2) Sweep Win: The VIP ship kills the enemy VIP two times and the other 2 ships - one time each. Making a total of 4 kills.
- Most wins at the end of 30 minutes takes the match.
- In the case of a tie there will be a sudden death in which the first side to kill the enemies VIP ship wins.
- 1-2 player as referee in spectate: keeps track of time and kills.
- Once the winner is declared the losing teams MUST surrender the match.
- No Pauses allowed.


--- End quote ---
These rules were all designed to limit the validity of the run and hide Squid strategy

A new mechanic that I would advise would be allowing teams to vote on their VIP ship, which would then be moved to the top slot.

I have some additional ideas that stem from Alliance that may be applied to discourage the running and hiding. One is to use the team buff mechanic. In Alliance, if you kill an enemy escape pod, you gain permanent engine or gun buffs. In VIP, if your VIP kills the escort ships, it could have the same effect. This would encourage the VIP to stay in combat to gain key buffs without the addition of the sometimes confusing Sweep rule.

Dementio:
I played that Sac VIP gamemode once, mostly I avoided it because it was too late at night. On my first time I was met with a VIP Goldfish hiding on the other side of Firnfeld. While we were 3v2, those two enemy zerg rushing ships managed to do just a little bit of damage with every rush and in the end managed to win by killing our VIP 4 times, without their VIP showing up once. The score was ~375:~175. Yes, we almost won Crazy King with only kills, because the VIP was hiding. The second match, the VIP pilot on the enemy team was the same, but flew a Junker and actually tried to support his allies from >1km with double Merc, and won that game too, but this time by actually staying together with his team.

Richard LeMoon:
VIP ships are always marked right now, which removes the hiding ability.

KitKatKitty:
Richard and Jub both bring up valid points against the Hide-and-Seek Squid. Not only are VIP's marked but Hide-and-Seek Squids where barely used in Sac's VIP.
 
@Dementio
--- Quote from: Dementio on April 30, 2016, 02:00:48 pm ---I played that Sac VIP gamemode once, mostly I avoided it because it was too late at night. On my first time I was met with a VIP Goldfish hiding on the other side of Firnfeld. While we were 3v2, those two enemy zerg rushing ships managed to do just a little bit of damage with every rush and in the end managed to win by killing our VIP 4 times, without their VIP showing up once. The score was ~375:~175. Yes, we almost won Crazy King with only kills, because the VIP was hiding. The second match, the VIP pilot on the enemy team was the same, but flew a Junker and actually tried to support his allies from >1km with double Merc, and won that game too, but this time by actually staying together with his team.

--- End quote ---
I remember this match because that pilot got a lot of flak during and after the match for Hide-And-Seek and as you said that pilot didn't fly it again. It was an unfortunate match, I'll give you that but you can't fault someone, who also had never played VIP, for trying a Hide-And-Seek build...it seemed like it could of worked which was most likely why it was taken but realized it wasn't a great option which is why the second match was not a Hide-And-Seek build. Not only has Muse ran situation for how the game more itself plays but also how it plays on 2v2, 3v3, and 4v4 along with which maps it works well on so that they can find the maps that it will be most enjoyable on.

@Richard

--- Quote from: Richard LeMoon on April 30, 2016, 10:48:58 am ---A new mechanic that I would advise would be allowing teams to vote on their VIP ship, which would then be moved to the top slot.

I have some additional ideas that stem from Alliance that may be applied to discourage the running and hiding. One is to use the team buff mechanic. In Alliance, if you kill an enemy escape pod, you gain permanent engine or gun buffs. In VIP, if your VIP kills the escort ships, it could have the same effect. This would encourage the VIP to stay in combat to gain key buffs without the addition of the sometimes confusing Sweep rule.

--- End quote ---
I think for practicality reasons having the top ship VIP would be simpler seeing as there is already a timer for players to vote on maps. To add a timer for player to vote on a VIP or even without a timer added, just having them required to vote, maybe a little too much...cause then you get into what happens if they don't vote or if they don't agree then they may have half a team thinking ship x is going to be the VIP but the other half the team may think ship y is going to be it then when the ship does get selected time will be added by captains to try to figure out strategy, etc. So overall, I think keeping it as the top ship is most practical but there is always the option for swap ship requests for teams who decide on a different ship to be their VIP while in lobby. In addition, I love this idea with the Alliance feature!!!! I would exclude engine buffs since players are already concerned about squids being too fast to catch but other than that things like hull, armor, ammo buffs for VIP on VIP kills is a great way to keep them inclined to stay in battle. I hope you have sent this to the devs as an idea.

If you have concerns or suggestions contact Muse and let them know what they are. We all have been in this community long enough that we know, eventually, the devs listens to input and they do try hard to make everyone happy so don't kill a forum post that other wise could be positive with excitement for skirmish love with negative speculation. We wanted the devs to give skirmish love...they are so give them positive constructive feedback.

@Helios BE EXCITED!!!! Skirmish gets new content!!! #SkirmishLove

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