WarProtocol, on April 30 2013 - 05:08 PM, said:
I can see what You are getting at, but such things would involve some major redo of the whole mode.
Couple of flaws noticed instantly in your idea:
1. Suppose the ship launched, but the enemy team is in full control of the AA which turned off right after the launch, what happens then_ Does the ship slows down or comes to a full stop_
No, it acts as it normally would. If the AA isn't on, it doesn't do anything. It's not a consistent counter but rather a time centric potential tide-turner
WarProtocol, on April 30 2013 - 05:08 PM, said:
2. Suppose the ship is in mid air, but AA gets turned off, and ship's team takes over, what happens then_ Does the ship comes to a full stop, or is it slowly moving even without full beam of the AA control_
This is the same as the above. If the AA isn't active, then it doesn't do anything
WarProtocol, on April 30 2013 - 05:08 PM, said:
3. Suppose 2 ships meet in the middle and AA os turned off, what happens then_
We could use one of multiple methods
1. The ships go past each other and damage the enemy base
2. The ships destroy each other
3. The ship with more guns destroys the other and either comes out without a scratch or with a reasonable number of guns destroyed
WarProtocol, on April 30 2013 - 05:08 PM, said:
4. Suppose the ship has reached base at 1/2 of its hp, and then defending team takes over the AA in order to bring it down faster, but AA gets turned off.
The AA doesn't randomly turn off. It only turns off after its used. If the attacking team got to the AA, then it simply damages the opposing players and denies them AA use
WarProtocol, on April 30 2013 - 05:08 PM, said:
I would see it as really annoying for a random or scheduled activations and deactivations of EU points and AA.
SMNC has a similar mechanic with the Annihilator, which actually does more than the AA would because SMNC has lanes and creeps and the anni destroys them (whereas here it simply destroys the BS, which isn't quite so omnipresent and has a fixed cost). The anni comes up after a fixed amount of time in the match, deactivates only when someone uses it, and then takes the same amount of time to re-activate.
WarProtocol, on April 30 2013 - 05:08 PM, said:
The way I see it resolved and enjoyable, is to make a super siege mode, meaning even bigger maps than now, double the distance for the ship to travel and bring up base hp to 4-4.5 k. Those matches ofcourse would take 24 players to resolve them in a reasonable matter of time, otherwise you're talking about 2 hour matches that would be really draining us.
That's not really sensible. As it stands, mayhem servers are more of a gimmick than anything else (no current map support, just squashing larger numbers into small maps) and simply ramping up the scale doesn't actually solve any of Siege's problems
Dinre, on April 30 2013 - 04:50 PM, said:
@Beemann
If TF2 has taught us anything, it's that constantly evolving the game can be a huge money-maker in a F2P title. I think even post 1.0 will present room and opportunity for improvement. The old days of leaving something alone are gone, since there will constantly be a new game trying to peel off players from the old games. It's constant improvement or death nowadays, and I really want Hawken to succeed.
I'm not sure which TF2 you played, but the one I've been checking out intermittently since right around launch hasn't revamped its gamemodes. Outside of server settings (player decided) I can hop on TF2 and play the same game type on the same map with the same rules
Additionally, this concept of games having to constantly add things isn't exactly... true... at least from a dev standpoint
Making a game mod friendly will do more for it than any amount of content injection. Games from the late 90s and early 00's are still played today and people are still tinkering with them and modding the fuzzy bunny out of them. Games with dev-created content tend to slow down as time goes on and as the devs try other projects or hit a wall with their creative process... but in any case this still isn't related to trying to experiment with a game type after launch. Again, the primary reason for that is that the gamemode itself is broken or imbalanced. If we can hit a spot with Siege where it is, in fact, balanced, then it should stay there. Change for the sake of change isn't really something to be admired
Dinre, on April 30 2013 - 04:50 PM, said:
I think it would be interesting to see an endurance mode where only one team is launching battleships, and the other team is supposed to survive for a given amount of time. Non-symmetrical maps and modes often remove the ability to have a stalemate.
Non-symmetrical maps and modes turn into a time trial, and max health battleships are still easily destroyed by a semi organized 5 or 6 person team
Edited by Beemann, April 30 2013 - 06:40 PM.