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Emperor
Jul 10, 2018 3:25 PM
Well I definitely agree with some kind of Flag. I'd prefer stationary as well.
Just not sure I wanna lose the 30-minute match lengths.
With a 5-minute victory timer, probably safe to assume it gets aborted most of the time. But it'll suck for the weaker squads playing the numero uno squads. You might actually have some 5-minute matches.
I say that's no good because it's best of 1 obviously, so you may only end up playing 5-minutes all week sometimes depending on the skill gap.
M
Mecca
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Gentlemen
Jul 10, 2018 3:55 PM
Serious question, can we add mortar to nader? Like the last season of USL. That was so fun, and could bust up a camp.
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Apollo
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Kays Krew 3
Jul 10, 2018 4:58 PM
Would you rather have a x minute match or a total rape fest for 30 mins. As a spectator I vote faster match, as a player I vote faster match. Not sure if people like raping squad in their base all game, I know I don't. I'm not sure if the players on the lower tiered squads like spawning into death for 30 minutes either.
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Mecca
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Gentlemen
Jul 10, 2018 5:05 PM
The argument against it is that noob squads practice all week and make time on Sundays to get beat in 5 minutes? Hardly makes it worth it.
R
r
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Jul 10, 2018 5:25 PM
Apollo wrote:
Would you rather have a x minute match or a total rape fest for 30 mins. As a spectator I vote faster match, as a player I vote faster match. Not sure if people like raping squad in their base all game, I know I don't. I'm not sure if the players on the lower tiered squads like spawning into death f ...
Nah you are taking too much playtime away with 5 min games
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Emperor
Jul 10, 2018 5:30 PM
I know it doesn't look fun, but as someone who participated in a few rape fests this season (EDIT: the being raped end obviously), I'd still rather play 30 minutes.
No reason to show up if the match is only going to be 5-6 minutes. I mean, maybe you get lucky going kamikaze and abort the victory timer. Get an extra 5 minutes. But then you're back to square one, rushing to your death to abort the victory timer again.
So ya, my vote is definitely reward the team for holding the objective. But don't make the objective have a game shortening mechanic.
Edited Jul 10, 2018
Champion
Webmaster
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Gentlemen CO
Jul 10, 2018 6:31 PM
A vastly superior squad can just sit there and run up the score holding that flag and we can end up having match scores much higher than we're used to. That won't really feel "good" to the lower team. If you're trying to fix camping issues you need to try and do it in a way that won't really punish the lower squads. Perhaps make it so this flag only spawns after X minutes of no kills in the match or something. This way the flag only spawns in camp fests, which usually tend to be when 2 squads of similar skill are playing each other.
I'm not a fan of a stationary flag. I think we should come up with like 4-5 strategic points for good spawn areas on each map and have the flag spawn randomly to one of those points. Obviously these points should be away from the dropships.
- Make it so the flag can be picked up and moved.
- Show the flag carrier on the map
- 5 minute max timer. At the end of 5 minutes it despawns from the player and can be spawned again in a minute or two.
- For every minute you hold the flag you're awarded 2 kills for a total of 10 kills if you hold it the whole time. This way it isn't too overpowering but can definitely change the game to be within a battle if the scores are close.
- Killing the flag carrier makes a bunch of ammo drop, including LAWs and nades.
Champion
Webmaster
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Gentlemen CO
Jul 10, 2018 6:35 PM
Also, these are just spitball ideas. I'm not even sure if any of this stuff is even possible. We should get some input from Mizz on what is doable and what isn't.
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Apollo
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Kays Krew 3
Jul 10, 2018 6:53 PM
How about 5 stationary flags in different parts of the map, and if you hold all 5 you win.
SL style flagging, no death limit, USL settings/maps. people will constantly be moving around. If anything it'll give weaker squads more of an advantage than they currently have now. And if a squad wants to they can hold 4 and rape.
The flag thing sounds interesting chris, but I think it's basically going to be RNG on where the flag spawns, and when you have the flag it'll actually make players want to protect it/camp their base even more.
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OP
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Monkey Business CO
Jul 10, 2018 7:06 PM
What if you get bonus points for killing while having the flag, to kind of counteract the whole ima camp with the flag, instead you get incentive to go out and get more points
just throwin things out there as well
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Emperor
Jul 10, 2018 7:17 PM
@Victory Flags
I can't speak for everyone obviously. Differing opinions I'm sure and what not. But I can safely say I'd rather play 30 minutes in a 100-20 blowout than play 5 minutes in a 20-3 short game. I came back to play. Winning is more fun no doubt. But what's the point in playing 5 minutes a week?
5 flags might work though à la pure SL style. Gives the lesser team a better chance of aborting.
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Sol
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Gentlemen
Jul 10, 2018 7:42 PM
To get on the same page regarding the problems...
As I see it:
1. Slow matches with few battles due to squads not making contact.
often intentional by 1 of the squads
2. Camping near your base in a position that is extremely difficult to push.
compounded by quick re-spawn support
Potential Solution:
-Spawn a static flag when there are no deaths for a period of 2-3 minutes. The flag could reward a set number of kills if held for ~90 seconds.
This forces the squads to converge on a specific location, but it would need to only spawn in areas that can't be camped easily. Camping near your base would also be punished by this, because a slim lead can no longer be maintained that way.
I think this idea could work, but I'm not sure how feasible it is. Thoughts...?
Champion
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Gentlemen CO
Jul 10, 2018 7:44 PM
I literally just said that Sol
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Sol
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Gentlemen
Jul 10, 2018 7:49 PM
Oh, I didn't read your post.
But still, I disagree with mobile flags. The closer team will just pick it up and run away to camp somewhere safe. The kill reward every minute wouldn't be great either, I think.
C
CC
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Gentlemen
Jul 10, 2018 7:51 PM
Instead of going victory flags in usl I'd prefer added kills for possesion (~1per min). However to mitigate the issue Champ raised about camping the flag insert 3 flags. Than make it so teams only get the bonus kills for holding 2 or more flags which should hopefully force/promote movement. You could also set a timer where the flag resets neutral after ~3-5min which would prevent a team from being punished for long engagements on other side of map.
As I previously stated on page 3 I think respawning with a single use steron/stimpack that provides a speed burst(% and duration TBD) could promote more aggresive tactics.
Finally previously Apollo brought up making spec info legal. I don't think this is a good idea as ambushes/surprises would be eliminated but how about adding the scout goggles to the leaders with limited quantity(~3-5 times for 10sec each) as this could also facilitate aggresive pushes without completely destroying ambushes.
C
CC
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Gentlemen
Jul 10, 2018 7:53 PM
Note my 3-5 uses on scout goggles were entire match and not each reapawn.
Bowen
Deputy Administrator
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Clique CO
Jul 10, 2018 8:13 PM
Couple things.
I like the idea of scout goggles a lot actually CC. Either 3-5 times per match or a very long cooldown (6-10 minutes would facilitate 3 to 5 times per match)
The flag concept is incredibly interesting to me too. Many games use a KOTH tactic of a rotating position. Yes this would be RNG, but that might add to the fun of it. Flag starts at one static point on the map. After a set time, the flag deactivates at that point and appears at another static point. It'd have to be random, otherwise squads would just memorize where it would go to next and get there ahead of time.
In a KOTH situation, you'd definitely want kills to be added for holding the flag.
Or another idea might be USL with SL rules? So 3 deaths, all flags win on a countdown, and matches are best of three...max time limit of 15-20 minutes per match to avoid dragging on. Only downside here might be staff scheduling in cases of three games that go on full timers.
I have some great memories of intense matches with the underdog/losing squad suddenly getting a win on flags. May not be as easy now, but it's a way to spread things out. A camping squad suddenly being down 4-1 on flags would feel the need to move. One loss at their camping area would cost them the match.
Edit: Just read CC's 2 of 3 flags idea. This sounds pretty usable too. CC so smart
Edited Jul 10, 2018
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Lucifer
🔱
Clique CO
Jul 10, 2018 8:30 PM
If you're going to have a mobile flag we need to give it a timer. The timer resets if the holder gets a kill and returns to original position when killed.
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OP
Advisor
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Monkey Business CO
Jul 10, 2018 8:32 PM
Aight HellSpawn or mizz can you do us the honors of implementing champs idea first, we'll see how it works out for at the very least a week so sooner the better( I know itll take a bit of time to get rollin ) but luckily we still have 3 weeks of sl to do
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OP
Advisor
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Monkey Business CO
Jul 10, 2018 8:38 PM
Ok so talking with hellspawn on discord he brought up a pretty neat idea that hes done in the past.
"UAVs for each team. Pretty easy to implement too. Its just a shitton of radar projectiles that fire out in a wave.
If they hit someone, they explode into a blip that shows up on the radar."
or we go with
"- Make it so the flag can be picked up and moved.
- Show the flag carrier on the map
- 5 minute max timer. At the end of 5 minutes it despawns from the player and can be spawned again in a minute or two.
- For every minute you hold the flag you're awarded 2 kills for a total of 10 kills if you hold it the whole time. This way it isn't too overpowering but can definitely change the game to be within a battle if the scores are close.
- Killing the flag carrier makes a bunch of ammo drop, including LAWs and nades." With the flag only spawning after 5mins of the match has begun that way each team can setup and move accordingly