If suggested before then please disregard.
I don’t think coverage is the problem. Well it is, but I don’t think it can be solved (nighttime defense mobs etc are just not the answer) What we need to do is take a look at this problem from a different angle.
The point per tick mechanic.
This mechanic is ok for regular match ups but for Seasons (which evoke more of a “championship” feel) it needs to be changed.
I propose that we go to a system of points per capture. So if a server with lots of coverage flips everything in map their points “spread” stops there. They would have to wait for something to be flipped before they can get more points.
Some quick ideas:
- Structures deep in enemy territory are worth more points than structures close to WP/ your own borderland.
- Flipping back structures in your own territory are worth less points (to discourage flipping back and forth in “safe” areas)
- Successful defend events awards points. This encourages people to defend attacks since even if they lose the structure in the end the server still gets points for at least holding it for a while . Also would add some strategy as commanders have to make the decision to continue pushing for an structure that may end up giving more points to defending servers that they would make by capping it. (there may be a problem with some defend events popping up when 2 or 3 players graze doors as a distractions so this needs polish… maybe the defend events pops up when a door/wall is 70% down)
- Similar to players “WxP gain” structures that are flipped back and forth (between the same 2 servers) in a short timeframe stop awarding points for capping to discourage servers from “playing the system” to get away/catch up from the 3rd server.
- Supply camps/sentry/yaks and structures not owned by anyone (AKA reset day structures)awards no points. This are too easy and most successful attack always starts with a camp flip anyway.
- Finally in order to make things more exciting random events should popup were for instance the server is awarded bonus points for taking a specific structure (like a bounty) within an specified time or holding all 3 mercenary camps in EB, etc. This is known to all 3 servers which will result in massive fights as server 1 tries to defend, server 2 tries to cap and server 3 either decides to help deter server 2 from capping (thus negating server 2 bonus points) or goes for other structures while “everyone else is busy”. This would add some strategy layers as servers have to decide what is in their best interest (yes some math will come into play!, Can I take enough structures to negate server 2 bonus points?). This could also act as a balancing tool giving the last place server easier targets like a tower while the winning servers gets a bounty for a keep or Stonemist. Yeah we all hate the blue shell but you have to admit it makes Mario kart more exciting. Last this special events would be tie breakers it would let servers to pull away from the others (remember there is a soft upper limit as capping can only give you a set amount of points until structures are flipped"
What I think we would gain:
- Underdogs will have a fighting chance as points have a soft upper limit for stacked servers and capturing structures / defending / bonus missions will help them get back into the fight faster (no more time gating points!)
- Matchups would be more close instead of “its over 9000” leads that were common in season 1.
- No more coverage issues. Nigh crew can still cap everything but when the day crew comes back the points can be taken back and even small night crews can help the server as they need only to cap stuff not hold it or defend structures to get points.
- The zerg will need to at least break into 2 an offensive and a defensive zerg. Right now the most common sentence from commanders is “don’t worry we will cap it back before the tick”. In case of special events for instance a “take 3 structures in x time” will force zergs to break into at least 3 to try and complete the bounty before the time is up.
So what do you think? I know as this is discussed many issues will come up, but the the main idea is to move away from the “point per tick” (at least for seasons). I do not think these are the only solutions and I will probably won’t defend the topic much as I do not want to be a forum warrior, if you want to add something make it constructive, for every “this won’t work” tell us at least 2 solutions!.
(edited by Cancer.9065)