AsianJoyKiller, on November 24 2012 - 10:45 AM, said:
Remove Weapons from Battleships
#41
Posted November 24 2012 - 12:06 PM
#42
Posted November 24 2012 - 12:13 PM
Etan, on November 24 2012 - 11:09 AM, said:
When talking about the theory of balanced gameplay, assume that the opponents are of equal skill. So please, no more talk of "if the other team is better they'll hold the AA anyway" because that has no place in a discussion of balance.
So why should the launching team get an automatic advantage to keeping their ship in the air_
Why shouldn't they have to defend the AA with the same resources that the team trying to take the ship down has_
Why, in a fight between two equally skilled teams, should one get an advantage just for doing what they are supposed to do_
Let's flip this around and think about it a different way.
If the team that launches a battleship gets an advantage, why doesn't the team trying to take the battleship down get one_
If the attackers (launched battleship) get an advantage to holding the AA, shouldn't the defenders (kill battleship) get one to try and hold the AA too_
What if, instead of only the attackers getting an advantage from an attacking battleship, only the defenders gained an advantage by having their base fire artillery strikes at the attackers_
The defenders are playing the objective too, by trying to take/hold the AA, so why aren't they rewarded with an advantage_
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#43
Posted November 24 2012 - 12:24 PM
Honestly if the enemy team is already at the AA then they have the advantage. They have several walls protecting them as well as multiple turrets placed around the building if they choose to. They also have higher ground on top of the building which is shielded by the AA missile launcher. So your pretty much not going to get the AA, which is even more apparent in smaller numbers and teams with an extra player advantage like 3 v 2.
defekt, on November 24 2012 - 12:06 PM, said:
Warships generally don't kamikaze into buildings after lifting off a few miles away
Edited by Sylhiri, November 24 2012 - 12:29 PM.
[13:14] <nonsiccus_work> uh oh
there's gravy in my keyboard
----------------------------------------------------------------------
[11:18] <+shosca> if you wanna play ar, go play zerker
[11:18] <Hyginos> and if you want to play zerker, go smc
[11:19] <someone> if you want to play sustain, please go and die in hell
#44
Posted November 24 2012 - 12:47 PM
Anywho, for the sake of argument, I certainly don’t have enough data to say one way or the other if this mechanic unbalances gameplay in a meaningful way, but I think it can be viewed more or less as the equivalent of a team wide DPS buff.
Anecdotally, I have been assaulted by an enemy battleship on numerous occasions, almost all of which were too inconsequential to register as a balance issue, which I think in a nutshell sums up the issue—too negligible to affect balance in a meaningful way_
Edited by Roundlay, November 24 2012 - 12:47 PM.
#45
Posted November 24 2012 - 12:56 PM
Roundlay, on November 24 2012 - 12:47 PM, said:
Dying because the battleship landed a the last shot as you escaped and having to spend time respawing and traveling back is nebligible_
Being unable to repair because the battleship decided to shoot you while you repaired leaving your team one man down is negligible_
I'm sorry... what_
Edited by AsianJoyKiller, November 24 2012 - 12:58 PM.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#46
Posted November 24 2012 - 01:24 PM
This also gives player something to do with the extra eu they have when they are trying to get the AA. Maybe turrets around the AA or drones that fly around_
Perhaps they don't even attack player but the ships weapon systems instead_
just things to thing about instead of plain removing them.
#47
Posted November 24 2012 - 01:26 PM
The problem is simple. If two teams are exactly equal, the outcome of the match will be determined by the randomness of an AI entity. Does it only shoot at the closest mech_ How accurate is it_ If it's perfectly accurate then that seems unfair. If it's inaccurate, then that simply introduces more randomness into the outcome of the match. While AI seems to work just fine in competitive moba games and RTS games, it feels out of place for a FPS.
#48
Posted November 24 2012 - 01:32 PM
ItsThatGuy, on November 24 2012 - 01:26 PM, said:
In Siege, only one team is getting an advantage.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#50
Posted November 24 2012 - 02:02 PM
AsianJoyKiller, on November 24 2012 - 12:56 PM, said:
Roundlay, on November 24 2012 - 12:47 PM, said:
I'm sorry... what_
#51
Posted November 24 2012 - 02:13 PM
As for AsianJoyKiller's comments about the team who launched getting a significant edge, the best thing I can think of to help counter that would be to make it easier for the defending team to capture the AA compared to the 'winning' team. Either have it so that if there's a tie in numbers (say 2 of each team at the AA) then the defending team still gains progress toward capturing, not having it stall until the balance shifts, or otherwise ramp it up more and have it require two attackers present to balance out each single defender. Just a thought.
I also agree with defekt that the idea of having the battleship destroy itself to damage the enemy base is frankly stupid. I would think it would be much more impressive if the battleship performed a flyby of the base and unloaded some huge air-to-surface missile volley or something (not having it damage any players, just for visual effect), while still doing the single unit of damage to the base. Then you could theoretically say that it circled around the battlefield to return to the friendly base to resupply on energy, but that would have no bearing on the gameplay itself really so it's not important. Also, I think it would be freaking epic if when two battleships meet they have a massive duel in the air instead of just sitting there. Not so damaging that it eliminates the winning ship's chances of reaching the enemy base entirely, but not insignificant either. However, those points are entirely secondary to balancing the gameplay mechanics of the game mode.
Edited by DM30, November 24 2012 - 02:16 PM.
#52
Posted November 24 2012 - 02:16 PM
If you do want to include an advantage like the battleship weapons, it needs to be linked a secondary objective, like disabling an enemy shield generator, taking control of an ECM facility, or any other appropriate task. This causes there to be an opportunity cost to capturing and holding it in the form of fewer mechs contesting the main objective, and allows for strategies besides "sit on objective, shoot bad men" to develop.
#53
Posted November 24 2012 - 04:51 PM
AsianJoyKiller, on November 24 2012 - 01:32 PM, said:
ItsThatGuy, on November 24 2012 - 01:26 PM, said:
In Siege, only one team is getting an advantage.
On another note played a match of siege earlier today and missle turrets were there on the second ship. HOLY FUZZY BUNNY was i terrorfied of those things.
Edited by Etan, November 24 2012 - 04:52 PM.
#54
Posted November 24 2012 - 04:59 PM
Etan, on November 24 2012 - 04:51 PM, said:
AsianJoyKiller, on November 24 2012 - 01:32 PM, said:
ItsThatGuy, on November 24 2012 - 01:26 PM, said:
In Siege, only one team is getting an advantage.
On another note played a match of siege earlier today and missle turrets were there on the second ship. HOLY FUZZY BUNNY was i terrorfied of those things.
Classy
#55
Posted November 24 2012 - 05:00 PM
[13:14] <nonsiccus_work> uh oh
there's gravy in my keyboard
----------------------------------------------------------------------
[11:18] <+shosca> if you wanna play ar, go play zerker
[11:18] <Hyginos> and if you want to play zerker, go smc
[11:19] <someone> if you want to play sustain, please go and die in hell
#56
Posted November 24 2012 - 05:02 PM
Sylhiri, on November 24 2012 - 05:00 PM, said:
Are you part of the hivemind_
#57
Posted November 24 2012 - 05:03 PM
Beemann, on November 24 2012 - 05:02 PM, said:
Are you part of the hivemind_
Perhaps
[13:14] <nonsiccus_work> uh oh
there's gravy in my keyboard
----------------------------------------------------------------------
[11:18] <+shosca> if you wanna play ar, go play zerker
[11:18] <Hyginos> and if you want to play zerker, go smc
[11:19] <someone> if you want to play sustain, please go and die in hell
#58
Posted November 24 2012 - 08:18 PM
Sylhiri, on November 24 2012 - 05:00 PM, said:
Apparently I've reached my quota of positive votes for the day, but +1 on this!
#59
Posted November 24 2012 - 10:58 PM
AsianJoyKiller, on November 24 2012 - 12:56 PM, said:
Dying because the battleship landed a the last shot as you escaped and having to spend time respawing and traveling back is nebligible_
Being unable to repair because the battleship decided to shoot you while you repaired leaving your team one man down is negligible_
Those are not negligible effects, no. But they're also counter to my experiences whilst playing Siege mode; I've found the battleship's impact on moment to moment gameplay pretty minor.
Of course, your assertion may be totally spot on, but without some hard numbers I don't really see any reason to think this is a huge issue.
Edited by Roundlay, November 24 2012 - 10:58 PM.
#60
Posted November 24 2012 - 11:11 PM
Edited by LordofNosgoth, November 24 2012 - 11:17 PM.
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