Meditations: PvP Gameplay Types
There had started to be a good discussion on changing/improving Cap & Hold over in the Scramble Sensors thread, so I thought I would give that discussion its own home and open it to other gameplay types, as well.
For existing game-types (Arena and C&H):
As always, thanks to everyone that participates in these discussions,
While I don't like the whole Pre-Made vs PuG in the same queue... (This affects Arenas much more than C&H, but I'm sure people who are discussing here already know this..)
Due to the fact that Queues won't even pop period without them sometimes makes it a necessary evil..
.. Most likely a bug but Arena spawn points are kind of wonky sometimes.. You can spawn directly behind an enemy (or directly in front of one) that just spawned themselves.. O-o;
I think C&H should have a higher limit and a "tap to change" mechanic, making it less "campy" and more active and forces you to move around different points more often..
I'm not sure if this is the case in OPvP, but this just just observation from queuing..
I would like to see the bases give the team that holds them some tangible benefit. This means that a base may give a side a + to healing or defense or attack.
Also, the bases need to have automated defenses that need to be taken down, before capture,.. after the initial capture. This would prevent any quick flipping by fly by people
New game mode: Tractor the Flag
1 Flag placed in the middle of the map. The ship who captures it, drags it to the other goal. Now, the ship who is towing the flag can not use any speed boosts, such as evasive maneuvers, deuterium or full impulse. The team has to defend them, as they make their run.
Variants on this can be a flag at each base to be captured. When a flag is taken from a base, the team who's flag was stolen will receive some kind of debuff,. or flip it around and the taker gets a buff.
Just some quick thoughts.
Tbo, I'd much rather have Foundry PvP map development options and let the player base's creativity take over for simple instanced based maps. Unless it's actual territorial control with player/fleet controlled space stations I'd rather dev time be spent on other things at this point.
You know they have done nearly NOTHING for PvP. So please.. don't say it is wasted time. We have been neglected for so long, I am surprised anybody even queues up any more.
Time for SOMETHING.
Also, my understanding is post the next F.E. there will be new PvP maps based on the F.E. environment. They also have raiding pretty far along in the development process. I just think there's better things for Devs to work on than tuning Arena, C&H, or any other map not fairly far along in the development process already. I'd rather the focus be multi intanced sector space PvP maps player stations et al.
Edit: I really need to proof read my posts. Tonight has been really bad ...
I really want to see really, really huge open pvp areas where any and all ranks could enter if they choose to. SImple: go in, pvp, have fun.
Maybe it could have some sort of score system or rewards if ppl want. Personally, the points or rewards wouldn't matter to me I just think it would be a lot of fun.
Whatever happened to those Sortie type missions we had on tribble a few months ago? Where the feds could go in and fight for there freighters.
- the spawn camping stuff that could be fun.
They work because they are simple duel of skills in inflicting pressure, spikes and using heals and crowd control.
Their flaw is that the "scenery" they are in has no purpose other than window dressing. It is very unlikely to find anyone actually trying to maneuver through the asteroids to avoid damage or surprise an enemy.
Another flaw of the Arena might be that it can lead to very harsh final results. The moment the teams get unbalanced and a single ship is lost, you become very likely to lose more ships. I could see potential for a variant Arena where the map simply resets once a ship is destroyed, spawning both groups at a respective starting point. (SUch a match might do with less kills.)
Capture & Hold
The good aspect of CnH is that people have a reason to use the "scenery". Overall, the mission objectives leads to very dynamic combat encounters.
The flaw is that the dynamic encounters primarily seem to exist because some people ignore the actual objective and don't try to capture anything, while the rest engages in PvP activities.
As a technical flaw I see that the state of the flags is not easy to read, as there is no progress indicator.
Overall I think Capture & Hold is highly flawed and needs a serious rework.
1) Capturing should provide some perk. For example, spawning a small mine field or turret field, and offering some kind of local or map-wide buff. (Local could be some healing effect, map-wide could be a damage or resistance buff, or a considerable stealth sight buff, dependent on the location)
2) Holding should require presence at the capture point. Your capture point might give you map-wide boons when you're not there, but you should only tick the enemy counter down if you stay there. This requires actually defending held points, and requires holding more points than the enemy.
(The resulting mode might be more of a "Capture & Defend" mode)
We all know what is wrong with it. In short, we need a different map with the goal of Open PvP.
Less (Borg) NPCs, better chances for both factions to complete the objective.
New Map Ideas
I would like to see some "assymmetric" maps, where each side has different (and opposing) objectives.
Starbase Assault: One side defends an armed starbase from the other side. The attackers have to disable the station's defenses and beam troops on the starbase. The defenders have to defeat the attackers.
Convoy Escort: This is basically in the works with the Open PvP raids already.
Capture the Flag: Some kind of object must be transported to a target location. It might require tractoring or beaming aboard.
Start with an Arena, but add reasons to fly to the "locations of interest". For example, require kills to be made in certain areas of the map to be counted. Provide benefit for a player that flees into certain areas (increased healing, temporary non-nerfed enhanced battle cloak effects). Maybe random mini-objectives, like "destroy NPC ship", "scan object", "reach location" that each team must complete or lose points.
Last man standing. Self explanitory
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