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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
09-02-2011, 03:24 AM
Quote:
Originally Posted by MustrumRidcully View Post
Arena
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.

Perhaps some of the scenery, like asteroids could provide a sort of MES/Cloak effect, so that they could work as ambushpoints.. The shipyards in Cracked could give a closerange healing effect to any ship in range (or the closest perhaps)

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)

Hmm. Something like this?

1: Sensor Array - Gives a wide anticloak effect
2: Station - Gives a wide FOW lift around the Station. (so you could see all ships present from anywhere on the map)
3: Shipyards - Gives a wide healing buff (eg: 10% bonus to all heals)


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)

Ker'rat
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.

Enhanced Arena
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.
Perhaps a set of objectives, where you start with xxx point, then it counts down until youve completed the objective, then awards the score as point.. 5 second break then next objective.

EG:

Objective 1:

Destroy 20 Enemy ships - Counter 9000 points and drops 10 per second

Objective 2:

Both teams must kill the enemy command ship - Counter starts at 9000 points and drops 10 per second

Objective 3:

Capture a strategic point - Counter starts at 9000 points and drops 10 per second

Between the two teams there would be some kind of barrier, mines, turrets, nebulae


Map would roughly look like this:

Team 2 : Objective 1 ------------------ Team 1 Spawn ---------------- Team 2 : Objective 2

x

x

x

XXXXXXXXX Passage XXXXXXXXX Mines / Turrets / Nebula XXXXXXXXX Passage XXXXXXXX

x

x

x

Team 1 : Objective 2 ------------------ Team 2 Spawn ----------------------Team 1 : Objective 1