AsianJoyKiller, on August 09 2014 - 11:25 AM, said:
Here's the thing, you're essentially saying "I think my idea will work because I believe it will work."
I believe lots of things work, but they don't work just because I believe they do. I've explained why this would work as best I can.
AsianJoyKiller, on August 09 2014 - 11:25 AM, said:
You've done nothing to convince me that general pubs are smart or coordinated enough to make it work.
Why should I believe that they can successfully split the team without one or more parts of that split failing horribly_
You shouldn't believe that. But people being stupid in the current siege is much more harmful to a team's chances of winning than in the design I've laid out. This way the odds of them accidentally doing something right go way up. People tend to have more fun when they're not being yelled at or feeling like they need to yell to get things done. I've been on some pretty stupid teams in MA but I don't get broken up about it. That's what siege should be like.
AsianJoyKiller, on August 09 2014 - 11:25 AM, said:
If 2 people go carting EU, while 3 attack the AA against a full team, then the 3 are going to get massacred, or at least never be able to touch it at best. And if that goes on the whole time, they've lost the match, because two people are just working on getting more ships shot down.
But the full team at AA won't be launching very many ships so their tower would still be taking more damage. If the enemy has AA on lockdown, then those other three guys can easily switch to gathering energy and launching more ships faster than they can be shot down. Whether they are smart enough to do this is just a matter of experience, just like any other game mode. Again, many of the mechanics of the game will have to change. The amount of energy required to launch, how close they get to the tower, how much damage they do and take, and even when they start shooting (probably as soon as they launch).
AsianJoyKiller, on August 09 2014 - 11:25 AM, said:
You tried to equate it to capping silos in MA, but that's not quite right. Because working on launching a ship while the enemy holds the AA is like throwing yourself at a silo held by at least 2 people more than you bring to the fight. It's not the same as capping a silo by yourself.
Pubs in MA always have one main goal, which is capturing silos. No matter what, they work towards that same goal.
Again, ships can be launched faster than AA can shoot them down. All of this can be adjusted and balanced. The main goal is to launch ships. AA is a bonus goal, not the main goal like it is now. But neither team will ignore AA either. The team that commits more resources to AA won't necessarily win, unlike now.
AsianJoyKiller, on August 09 2014 - 11:25 AM, said:
But that brings up a point an example of why having 2 separate goals is so problematic. Look at how many pub MA teams just play "rotate the silos". As soon as they get two, they go for the 3rd, abandon the others and get back capped. They should defend what they have, but unless it's constantly under attack, they don't stay there. This is not an uncommon mindset in the least.
It's that sort of extremely common behavior I see in the 1600-1800 MMR range that I see which makes me extremely skeptical that having split goals in Siege would help. It encourages the "do your own thing" behavior whether or not that sort of behavior is actually helpful at the moment or not.
The ability to do that and not be a huge handicap to your team (in pub matches) is what makes MA great. Siege should be like that too.
AsianJoyKiller, on August 09 2014 - 11:25 AM, said:
You're asking me to believe if the average run-in-alone, boost-straight-into-battle pubby is smart enough to understand the nuances of when it's okay to keep gathering and when it's better to take the AA, all happening most likely without communication.
I'm sorry. I just don't buy it.
Are you saying siege should magically make them smarter_ I'm not trying to solve their stupidity. I'm trying to minimize the damage it does to their team.
Barbie_in_a_Mech, on August 09 2014 - 05:50 PM, said:
I think it would be ok for people to just brainlessly gather EU and only have a few fight for AA, but it depends on numbers.
Maybe it's different for Silk_Sk, but the way I imagine it is the AA would be about as effective as 75%-150% of one ship, a number set to make the AA meaningful without making too big of a difference. Each ship would also be weaker than the one we have now.
I imagine there would be constant fighting for EU with 3-4 players on each side constantly going back and forth and the AA would be an important bonus that is just useless if not backed up by a sufficient EU supply.
People wouldn't have to understand anything subtle because there would be no grand strategy. Just pick your own job and try to do it well. Fight for EU or fight for the AA. (Hopefully most would prefer to run the EU.)
5 team members defending the AA should be inefficient because if they don't have any ship, the enemy ships would have enough time to deal damage, especially with a lot of runners being able to keep at least two ships in the air.
You've pretty much got it.
Edited by Silk_Sk, August 10 2014 - 06:50 AM.