Knighthonor.4061 Posted November 25, 2019 Share Posted November 25, 2019 Right now the capture time is very quick if no enemies are in the circle. But what if they took longer time to capture?Zergs that capture would have to leave behind players to hold and defend the circle for the team to capture the objective, while the rest of the zerg moves on to the next structure. No longer would it capture faster if you have more people in the circle. each capture point has a specific timer to capture it. This would work better by eliminating the circle capture mechanics with a designated interaction capture mechanics. This could be an experimental method of splitting up the zergs, and creating more defensive capture mechanics, as players would now need to defend places they are trying to capture until its fully captured. Enemy faction currently owning the structure could come back to defend the objective, which would lead to more fights spread out over the map. Link to comment Share on other sites More sharing options...
Dinas Dragonbane.2978 Posted November 25, 2019 Share Posted November 25, 2019 Sadly this would likely still keep a zerg in a circle even if it took a while. If there was threat of them losing it they wouldn't split their force, they would likely just wait the timer to MAKE SURE they capture it. I could see this as people using circle captures as a bathroom or drink break. Link to comment Share on other sites More sharing options...
RedShark.9548 Posted November 25, 2019 Share Posted November 25, 2019 This would help in no way, and also just makes it so that tier3 keeps will be even less possible to be captured when defenders are around. Link to comment Share on other sites More sharing options...
Dawdler.8521 Posted November 25, 2019 Share Posted November 25, 2019 Yeah the logic in this is totally kittenbackwards. It might work for small towers, when 50+ go to cap and there is no defender, they can just leave 5 and move on, hoping no one bothers to come. But for keeps where this actually matter? There's no way the zerg can leave in order to "leave players behind to hold and defend the circle". They would get run over by the enemy zoneblob in short order.You're not going to get any "advanced" capping mechanic under the current way its all designed, its as simple as that. I would like to see staged captures with dual keep lords and caps - outer and inner lords, each individually offering you the security of holding that area until you can secure them both and hold the keep. But I fear that any efforts to artifically "split the zerg" will just make it annoying for forces that already count half a zerg. Simple mechanics is often the better choice. Link to comment Share on other sites More sharing options...
Tornjak.6425 Posted November 25, 2019 Share Posted November 25, 2019 Nice effort, but horrible idea. This gamemode needs less pve, not more wallhugging. Link to comment Share on other sites More sharing options...
Ovalkvadratcylinder.9365 Posted November 25, 2019 Share Posted November 25, 2019 With the mounts in place making it easier to reach an object thats about to be flipped I dont think it would be a good idea to increase the time to flip. Link to comment Share on other sites More sharing options...
miguelsil.6324 Posted November 25, 2019 Share Posted November 25, 2019 @Knighthonor.4061 said:Right now the capture time is very quick if no enemies are in the circle. But what if they took longer time to capture?Zergs that capture would have to leave behind players to hold and defend the circle for the team to capture the objective, while the rest of the zerg moves on to the next structure. No longer would it capture faster if you have more people in the circle. each capture point has a specific timer to capture it. This would work better by eliminating the circle capture mechanics with a designated interaction capture mechanics. This could be an experimental method of splitting up the zergs, and creating more defensive capture mechanics, as players would now need to defend places they are trying to capture until its fully captured. Enemy faction currently owning the structure could come back to defend the objective, which would lead to more fights spread out over the map.No thank you, this just promotes more brain dead zergging inside of the cyrcle and facerolling the keyboard. Link to comment Share on other sites More sharing options...
Aeolus.3615 Posted November 25, 2019 Share Posted November 25, 2019 @miguelsil.6324 said:@Knighthonor.4061 said:Right now the capture time is very quick if no enemies are in the circle. But what if they took longer time to capture?Zergs that capture would have to leave behind players to hold and defend the circle for the team to capture the objective, while the rest of the zerg moves on to the next structure. No longer would it capture faster if you have more people in the circle. each capture point has a specific timer to capture it. This would work better by eliminating the circle capture mechanics with a designated interaction capture mechanics. This could be an experimental method of splitting up the zergs, and creating more defensive capture mechanics, as players would now need to defend places they are trying to capture until its fully captured. Enemy faction currently owning the structure could come back to defend the objective, which would lead to more fights spread out over the map.No thank you, this just promotes more brain dead zergging inside of the cyrcle and facerolling the keyboard.Best solution would be a scale system :/.Mass queue to cap a empty structure?scale up! Link to comment Share on other sites More sharing options...
Jugglemonkey.8741 Posted November 25, 2019 Share Posted November 25, 2019 It's very quick if you're in a group, but much slower if solo. If you must make a change like this, simply making it so numbers don't influence the speed of the capture would be a better way to go about it. Even then, it's not going to achieve much beyond making it easier for a couple of warriors rotating from spawn to deny the zerg a cap. Frankly I'd sooner see stuff like bannering the lord come back. that led to some pretty interesting fights. Link to comment Share on other sites More sharing options...
Strider Pj.2193 Posted November 25, 2019 Share Posted November 25, 2019 @Jugglemonkey.8741 said:It's very quick if you're in a group, but much slower if solo. If you must make a change like this, simply making it so numbers don't influence the speed of the capture would be a better way to go about it. Even then, it's not going to achieve much beyond making it easier for a couple of warriors rotating from spawn to deny the zerg a cap. Frankly I'd sooner see stuff like bannering the lord come back. that led to some pretty interesting fights.This. Link to comment Share on other sites More sharing options...
Stand The Wall.6987 Posted November 25, 2019 Share Posted November 25, 2019 maybe it should take longer if you outnumber the enemy team. Link to comment Share on other sites More sharing options...
Bigpapasmurf.5623 Posted November 25, 2019 Share Posted November 25, 2019 @Stand The Wall.6987 said:maybe it should take longer if you outnumber the enemy team.Interesting. An added bonus for having outnumbered buff. Maybe makes capping 10% faster or something (nothing too high of a percentage, but enough to actually do something) Link to comment Share on other sites More sharing options...
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