Is Siege way too long most the time_ Misc questions
#101
Posted June 15 2013 - 01:43 PM
EU is a good idea but it's not exploited and too abundant to make it a truly strategic ressources. Maybe they could make missiles from the silo or turrets from the base or the ship to cost some. Or even spawn or items use could cost EU, I dunno.
#103
Posted June 15 2013 - 04:29 PM
M4st0d0n, on June 15 2013 - 01:43 PM, said:
If players are playing in a manner that is exploitative, it doesn't matter if they think it's intended or okay, what matters is that they're being exploitative. You appear to agree that they are acting in this manner when you talk about the XP rewards and players drawing out the match length
M4st0d0n, on June 15 2013 - 01:43 PM, said:
#104
Posted June 15 2013 - 04:59 PM
Beemann, on June 15 2013 - 04:29 PM, said:
I'm I'm playing, I'm more than likely streaming. Come watch me at twitch.tv/bugzdood (i wish I had a better twitch name)
#105
Posted June 15 2013 - 05:51 PM
Being not able to play anything else than PUB games, it's hard for me to qualify the true strategic potential this game could have. Maybe you get other experiences in scrim. I believe most guys on the PUBs didn't read past the intro screen and are not even aware of ship leveling, console to change the mechs or other undocumented subtleties. You'll be amazed at how many times I jump in an advanced siege game to see all the staff in pack sucking the EU tree like if they were able to launch two at the time. So there's farmers for sure, but there's some kind of bad habits too, maybe generated by the fact that devs found the explosion animation so cool that they wanted us to see it for every single match. And again, if shooting ship for an hour is fun for people, who am I to say they're playing it wrong_
As for EU, post 87. I'm totally ok that it should be something else than sitting at the campfire singins songs or gardening the green shiny flowers. So what's the plan_ How to make them fight for it_ Is it even interesting to collect it_ Do you even bother_
Maybe they could make missiles from the silo or turrets from the base or the ship to cost some. Or even spawn or items use could cost EU, I dunno.
#106
Posted June 15 2013 - 06:17 PM
M4st0d0n, on June 15 2013 - 05:51 PM, said:
Being not able to play anything else than PUB games, it's hard for me to qualify the true strategic potential this game could have. Maybe you get other experiences in scrim. I believe most guys on the PUBs didn't read past the intro screen and are not even aware of ship leveling, console to change the mechs or other undocumented subtleties. You'll be amazed at how many times I jump in an advanced siege game to see all the staff in pack sucking the EU tree like if they were able to launch two at the time. So there's farmers for sure, but there's some kind of bad habits too, maybe generated by the fact that devs found the explosion animation so cool that they wanted us to see it for every single match. And again, if shooting ship for an hour is fun for people, who am I to say they're playing it wrong_
As for EU, post 87. I'm totally ok that it should be something else than sitting at the campfire singins songs or gardening the green shiny flowers. So what's the plan_ How to make them fight for it_ Is it even interesting to collect it_ Do you even bother_
Maybe they could make missiles from the silo or turrets from the base or the ship to cost some. Or even spawn or items use could cost EU, I dunno.
Part of the problem is also the voiceover giving the team instructions like "all team members, go collect energy! Rough edges like that are sure-fire signs that the devs plan to do some work on the Siege mode. Although, there was one dev that informed me during play that all of the Siege problems were just because people don't understand the game mode... I hope that sentiment doesn't win out during the dev team's discussions.
#107
Posted June 15 2013 - 09:00 PM
- make EU a resource to be fought over (an odd number of EU trees, and when one is active, move which one it is randomly)
- Make the AA require EU - or possibly missiles. EU from a tree that has to be fought over, and missles from your base. Missles could be scavenged by a killer on the route from base to AA.
- make the ships' turrets shoot each other, make the bases and all turrets destructible by mech aimed fire.
I'd still like to see a 'dump EU' button in case you knew you were going to go into a firefight, try to deny the enemy your EU in case of your early demise.
Make the EU do more - and be fought over harder. If you had enough things that needed EU, scaling the maps and teamsizes could create some epic teamwork needed for the win.
A lot to think about.
#109
Posted June 18 2013 - 07:02 PM
Beemann, on June 13 2013 - 08:07 PM, said:
How crazy is that DOT_ Additionally, how large is the bubble_ Can I still camp out in Frontline_ Is the bridge now blocked in Origin_
DOT would be substantial enough to make people leave the bubble. It would be large enough to prevent people from camping on the AA.
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Well, we won't be sure if anything fixes siege until they try ;P Simply talking about things in the forums never fixed anything, so of course we haven't established that it fixes anything.
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"If".
If players cant camp the AA, that means teams will always have to fight for the AA, rather than one team gaining a foothold from the get go. That will require both teams to strategically try to take it, rather than one team simply camping it while the other team tries to use strategy.
If players cannot shoot the BS, it puts emphasis on the AA, PVP, and naturally, more strategy, as sitting in your base behind a bunch of turrets shooting a BS is as little strategy as necessary.
If EU collection is more dependent on killing, you drastically reduce team splits between trees, with no combat. If you simply rotate which tree is active, that does help a little, but keeps combat in a preset location, thus reducing strategic options. By giving players an item to boost EU gain from kills, now you've implemented even more opportunity for good strategy.
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And there's very little depth to Hawken's TDM. There's no reason to actually strive for map control currently, and thus you leave yourself open to creating a campfest in organized play
I wasn't criticizing anything. I was merely pointing out that all game modes at their core are TDM with different objectives.
TDM is players killing players everywhere
MA is players killing players by 3 specific points
Siege is players killing players by... well... one point really, if that. Hence making it the worst game mode as there is the least PVP interaction of all game modes.
So yes, Siege should become more like TDM in that it needs more PVP interaction, because the lack of PVP interaction is what makes it boring. It would be hypocritical if I suggested Siege incorporate more TDM aspects, if I didn't like TDM, but I do like TDM.
As for TDM having little depth... well, MA and Siege have just as little depth. You cant honestly tell me you think they have depth simply because there are a couple of objectives. Striving for missile silo control isn't depth. Striving to launch a BS isn't depth.
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Strategy: the science and art of military command exercised to meet the enemy in combat under advantageous conditions
Yes, camping one advantageous spot is a strategy. If team A is camping an advantageous spot, team B needs to come up with some tactics to take that spot. But I guess if you don't think camping one spot is strategy, we could extend it to 3 spots (MA) and call it strategy because it's a bigger number.
Nice thing about TDM: The teams can decide what their advantageous spot is. You cant do that in MA or Siege, you're given 3 specific spots and no other options. In TDM the whole map is your playground.
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I'm trying to keep gameplay from revolving around a couple preset locations. Believe it or not, the map is larger than those locations. The entire game doesn't need to be kept to those locations, unless they force it to.
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Why would you rush an enemy camped position_ Basically only because you're bored, because your optimal strategy is to camp and poke as well
Teams need to kill to collect EU, meaning they cannot start the game camping, or no BS would get launched.
Teams cannot simply camp even if they have the lead in EU collection, as having the lead in EU still isn't a launched ship.
If team A launches a ship, they wouldn't camp because they'd just be leaving the AA open for the other team.
If team A gains a point lead, they could camp, but having no turrets means they have no advantage to camping other than a quick EU turn and quicker support after deaths. So create something to prevent that, like making team B's base HP regen if team A is camping their own base.
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This isn't meant to force conflict, this is meant to provide an additional aspect of strategy.
Remember that definition of strategy_ Something like this allows teams to decide when it would be advantageous to use it. Since both teams players would drop 2xEU in death, teams would need to keep an eye out for the most opportune time to use it, and not use it when they're getting over run.
Come hang out on #hawken and #hawkenscrim, http://webchat.quakenet.org/
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#110
Posted June 19 2013 - 05:00 AM
#111
Posted June 19 2013 - 07:23 AM
Come hang out on #hawken and #hawkenscrim, http://webchat.quakenet.org/
https://robertsspace...orgs/OMNISCIENT
#112
Posted June 20 2013 - 11:19 AM
RedVan, on June 18 2013 - 07:02 PM, said:
RedVan, on June 18 2013 - 07:02 PM, said:
Additionally, why try to improve Siege by a degree or two_ Where's the sense in trying to make it a little less broken rather than fixing it outright_
RedVan, on June 18 2013 - 07:02 PM, said:
If players cant camp the AA, that means teams will always have to fight for the AA, rather than one team gaining a foothold from the get go. That will require both teams to strategically try to take it, rather than one team simply camping it while the other team tries to use strategy.
RedVan, on June 18 2013 - 07:02 PM, said:
RedVan, on June 18 2013 - 07:02 PM, said:
This is why games like Quake had powerups and weapon drops. If you camped, you'd lose due to not having as high a health or armour stack, or due to having given up a certain amount of weapons or ammo that you could need in a given fight
RedVan, on June 18 2013 - 07:02 PM, said:
RedVan, on June 18 2013 - 07:02 PM, said:
RedVan, on June 18 2013 - 07:02 PM, said:
RedVan, on June 18 2013 - 07:02 PM, said:
RedVan, on June 18 2013 - 07:02 PM, said:
RedVan, on June 18 2013 - 07:02 PM, said:
Say Player X is a pr0 esports player, he makes a list of top camping spots on every TDM map, your team picks 2
You now travel to one point, and if it's occupied, you travel to another
It's colour-by-numbers
RedVan, on June 18 2013 - 07:02 PM, said:
Why would I not, instead, pick another spot, camp that, and take potshots_
Additionally, you're still falsely equating kill counts with winning in objective-based gamemodes. Kills can certainly be the cause of a victory, but aren't the necessary cause of all victories. Our team in the post-apoc tourney did exceedingly well not only because they could hold S2 reliably and fight off opposing teams, but also because we had a designated player whose job was to back-cap, even if that meant sacrificing kill-count
RedVan, on June 18 2013 - 07:02 PM, said:
In Starcraft, you have the issue of resources. If you don't take them, your opponent will, and maps are limited in this regard. In Quake, you need powerups and weapons. In Counter-Strike, you have to plant a bomb in one of several pre-determined areas as the terrorists, and as the counter-terrorists you must stop them and defuse the bomb if it is planted. In Dota and its offspring, staying out of the fight means being out-leveled
@not being able to camp at the start
Except they can, and absolutely would
Teams need to kill in TDM to win, but they still start the game camping
@not being able to camp if in the lead
Except they can, because the other team needs to kill them to gather EU
@Having already launched the ship
But they could just camp the AA
RedVan, on June 18 2013 - 07:02 PM, said:
@improving "strategy" instead of forcing conflict
Except it fails to do that. You fail to see how making combat the only method of interaction lowers the amount of strategy involved. Additionally, you dont see how this absolutely plays into the camping problem, nor do you seem to accept that camping is an inevitable part of serious competitive deatmatch gamemodes unless incentive for map control is provided
#113
Posted October 19 2013 - 09:29 AM
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other suggestions - delirium
Edited by nepacaka, October 19 2013 - 09:30 AM.
New mech: Suppressor - https://community.pl...ch-abilities-ъ/
New mech: Bouncer - https://community.pl...-look-here-pls/
New mech: Conqueror - https://community.pl...gs/#entry411800
New mech: Toad - https://community.pl...-some-pics-fun/
#114
Posted October 19 2013 - 06:30 PM
Bluh, just give us Mayhem siege! O_O *drewl* Mayehm everything
ArccBR, on October 14 2013 - 08:56 AM, said:
#115
Posted October 19 2013 - 07:31 PM
*staps thread multiple times*
.0-0
-VocalMagic Croin//illal's wildlife
DaPheel, on October 26 2013 - 01:05 AM, said:
#116
Posted October 21 2013 - 05:03 AM
#117
Posted October 25 2013 - 09:45 PM
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