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Lt. Commander
Join Date: Dec 2007
Posts: 120
Kill based PvP will never work well with STO, hell it barely works in games where one side doesn't have complete cloak. With it you need about the tactical ability of a peanut to play (On either side)

Adding objectives means the two sides don't have to just line up on each other and brawl (anything else in a Kill based system is just silly as superior numbers will always determine victory given a relatively equal playing field)

Mission types like salvage operation means an organised team needs to make decisions, is reducing our numbers worthwhile to cap that point? Who should go where? Which players should be grouped with which?

And that's just for a very simple objective like point capture.

Guild Wars GvG had this type of game play down better than anyone elsel; Gate Control, Flag Control, split pathways (the lack of terrain does make this kind of thing harder), NPCs who have to be dealt with (to stop 1 player ganks) and a final objective to kill the Guild Lord. Plus a timer which forces a conclusion (not by ending the game but by changing the status-q)and has to be worked into a strategy

Obviously it shouldn't be exactly the same but it gives you the idea of what I am getting at, how it leads to strategic and ultimately more enjoyable play where teams have to consider these things.

Unfortunately the more complicated a objective game mode is the more organisation it requires from the teams which is why a few different levels are advisable (ones designed for premades and ones designed for randoms etc).

What is my point? Give us more objective based maps! plus perhaps ones designed for organised teams of maybe 6-12 players (maybe with a ladder system as well?)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-03-2010, 05:58 AM
get past tier 1 when you start getting more bo abiltys and ships bieng able to effectivlt tank and heal eachouther and you will find its different
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-03-2010, 06:01 AM
I agree Guild Wars is the gold standard of PvP.

But...Random Arenas is fun too on occasion. Think of this as early days...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-03-2010, 06:04 AM
it will work as an option, but at the end we need NON ZERG PvP that enables to conquer space and resources that are used for our gear and upgrades etc.




1. I mean PvE maps with NPCs, that contribute to a counter of the week (1 map clear +10 points) = maximum 500 clears = 5000 points (not more) ( 30% of total points )

2. PvP in space 5vs5 tactical, 3 spots in map and the one that holds one spot for 5 minutes wins that spot permanently (meaning you need to keep it 5mins to win it, if you loose it and get it back the timer starts from 0).
= also only one spot is active at a time = also meaning when one team gets 2 spots its over. when its 1 - 1 the last spot is the deciding factor. ( 40% of the points )

3. Ground PvP, like in point 2. ( 30% of the points )

Timeframe: Monday 0.01 - Friday 12:00 , at 12:01 zone control is switched to the faction with most points and is controlled by the winning faction from Friday 12:01 to Sunday 24:00.

-- Also there is no solo joining, only Team join with 5 players --

Solo PvP for control of the zones should be recon and scout missions like Fed has em now, but only to give exp so lower level players can explore the area and get to know it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-03-2010, 07:48 AM
I agree. Hopefully Cryptic is already working on it.

I mean, is Tribes still available? Maybe we can get the Cryptic designers to play that. Or Team Fortress 2. Or any FPS developed since about 1996.

Deathmatch is fun but it's really the lowest form of PvP. We'll be needing better games soon.

(I personally loved "Defend & Destroy" in Tribes 1. I was so disappointed when they didn't have that game mode in Tribes 2. It would be perfect for STO. Both teams have resources that have to be defended and the first team to kill the other team's stuff wins.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-03-2010, 09:50 AM
I do enjoy the arena kill pvp but OB PvP is definitely essential.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-03-2010, 08:55 PM
Quote:
Originally Posted by Naevius
I agree Guild Wars is the gold standard of PvP.

But...Random Arenas is fun too on occasion. Think of this as early days...
Yeah Random Arenas are fun but the best maps on that are ones where you have to consider stuff (like the ones with Priests.)

As for the fellow who said get past T1, I have and it is still boring as crap to play Kill missions.

Personally I have no desire for open world style PvP (where you conquer stuff etc) but I know some people do enjoy that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-03-2010, 09:14 PM
I would like the objective based stuff like the boarder skirmish map, but it seems to be favored to fed style of play. I think it may be better if they get us a viable cruiser in T2, I'd like to roll a full on tank as an engineer ;p I
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-03-2010, 09:36 PM
Quote:
Originally Posted by SpaghettiMonster
I would like the objective based stuff like the boarder skirmish map, but it seems to be favored to fed style of play. I think it may be better if they get us a viable cruiser in T2, I'd like to roll a full on tank as an engineer ;p I
The problem is that the objectives they have are not conducive to utilizing the strengths and weaknesses of the two factions. Take Salvage for instance. It really neutralizes the Klink advantages of cloak, which is fine, but the map does nothing to highlight Klink strengths.

Something like a NPC convoy escort would be interesting where the objective of the Feds would be to protect the convoy and keep it alive while the objective for the Klinks would be to destroy it. It would neutralize the problem with abuse of cloak by forcing the Klinks to have to attack the convoy before it arrived at x destination, but it would highlight the proper strength of cloak by allowing Klinks to pick when and where to attack. It would also utilize the natural defense against cloak attack (the so called Fed ball) by promoting the Feds stick close to the Convoy and not get drawn away.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-03-2010, 09:47 PM
Quote:
Originally Posted by Varrangian View Post
The problem is that the objectives they have are not conducive to utilizing the strengths and weaknesses of the two factions. Take Salvage for instance. It really neutralizes the Klink advantages of cloak, which is fine, but the map does nothing to highlight Klink strengths.

Something like a NPC convoy escort would be interesting where the objective of the Feds would be to protect the convoy and keep it alive while the objective for the Klinks would be to destroy it. It would neutralize the problem with abuse of cloak by forcing the Klinks to have to attack the convoy before it arrived at x destination, but it would highlight the proper strength of cloak by allowing Klinks to pick when and where to attack. It would also utilize the natural defense against cloak attack (the so called Fed ball) by promoting the Feds stick close to the Convoy and not get drawn away.
Kind of like Gold Rush in TF2?
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