There's a few things Eternal Crusade does differently from other multiplayer shooters. Most are good tweaks, or are at least lore-friendly. But we need to talk about a serious issue, one that sucks the fun AND the drama right out of multiple game modes. I'm talking about Overtime, or rather the lack of it in the Domination gamemode. Maybe your team just couldn't co-ordinate properly (or there was an imbalance) at the beginning of the game, so they didn't even capture the first point until 10 minutes in. Maybe you've held two points for the majority of the game but it's still not enough to make up the difference before time runs out - and the enemy team is stuck in at the third point like a Nurgling in a gut pile. Sometimes it's figuratively impossible, and the defending team sitting on that last point is just too organized and too stubborn. Other times it's literally impossible, like when you're holding all three points but the time's going to run out before the meter fills up. The fact of the matter is that you're going to run into game after game where victory (at least for the attacking team) becomes unattainable because there's simply not enough time to achieve it, no matter how many points you've got. Because of the lack of an Overtime mechanic in Domination, the defending team gains a huge advantage. In gamemodes with multiple points, defenders don't have to constantly struggle to maintain control of all the points, they just have to hold things down long enough, then retreat to fallback points/harass attackers because the attackers can't win in the time remaining; hardly a strategy worthy of heroes. But wouldn't an Overtime mechanic cause games to drag on forever, with teams constantly taking points back and forth? Not the way I propose it. Here's how Overtime would work in Eternal Crusade: When time runs out, if the attacking team still has at least one point under control, the game continues and the meter continues to fill up. When the defending team re-captures a point, the point locks under their control, and cannot be retaken. Period. If a point is in the process of being captured when time runs out, Overtime still begins. This prevents the 'futile capture' issue on Stronghold maps, and gives the attacking team a reason to fight to the very last second rather than hitting that demoralizing point where there isn't enough time to win. Since this mechanic actually exists - it's just bugged - this point can be ignored. With these changes, simply sitting on one or two points and running the clock will no longer be an option for the defending team, forcing them to re-take their stolen objectives and kick the invaders out personally. It also means that the attacking team will have to guard their points even more tenaciously since if they lose them, they won't be able to get them back. Overall, I believe the changes will encourage both teams to get out and go after each other (like good enemies should) instead of employing tactics that play to the more game-y elements of the match. (EDIT) : On thinking more, it seems the general consensus is these problems are the biggest drawbacks to the Domination game mode. I posit, then, that these be changes to the Domination gamemode ONLY. I'll edit this post to say as much.
This. I don´t see how your three points help against that. I want overtime on the last point in Tug-of-War and fortress. (which is there just bugged) In conquest not so much. Also do people ever learn how to make a representable poll? You are simply insulting everyone who votes against your opinion just by the way you named those options.
I like that idea, under certain circumstances: The timer gets reduced to 15 minutes, (ofc finetuning is needed for each map, but you get the idea) So if you got a team that cannot achieve anything, at least you dont have to wait all the time through until it's over. BUT! If your team catpures a point (for the first time only), 5 minutes get added to the timer. You achieve something, you get more time. This will shorten certain lost games and make thrilling battles longer. how about that?
Which things do you mean? In all honesty EC atm is, from a game mechanics standpoint, mediocre at best, if even that. I agree with @CabalTrainee on the topic, overtime only for rush style game modes and only if the capture is initiated before the original timer runs out. If the cap is interrupted the game is over. I think the problems you were describing are cause by the domination gamemode and not by timers. I personally really despise the Domination modes in this game with passion.
Did they fix it last patch, Haven't had a close one yet in this patch but it wasn't working last one.
still bugged on the fortress anyway. It'll wait until B is finished being captured but if any defenders are still alive, they still win.
They already have it in Fortress, because it was getting to the point where you'd ask "How did the other team win, when they have no tickets left and we're capping B?" As for the other games modes... well, if you haven't been able to even get anywhere near getting enough influence to win the match, then overtime would be completely pointless
Overtime would directly benefit the teams who DO have 'nearly' enough influence to win the match, while less-organized teams who get a lucky cap right at the end probably wouldn't be able to defend it against a more skilled defending team, and the game would end quickly regardless. I'm glad to hear it exists in Fortress, though, even if it's in a bugged state. I was mostly referring to the difference of ticket 'sides,' since in other games with Rush-style modes, the tickets are on the attackers' faction and not the defenders. I'm willing to buy in to the defending team having limited lives because it's a siege, so lore-wise it makes sense even if it's different from other games. Given how lethal the quadguns are, that's probably a good thing anyway. I have mixed feelings about Domination; even with two or even points captured, the influence increases incredibly slowly. I realize it does so to encourage the attackers to go after the final point and not to turtle up on the remaining points, but again, even if the attackers are able to capture every point, it's still very easy to lose if the last cap comes later in the game; there's just not enough time for the meter to fill. The defending team could have a dance party for all they care, they'd still win. On the attackers' side, it's extraordinarily demoralizing to be stuck in an unwinnable scenario, because your actions no longer matter; after a certain point, there's literally no point in fighting over objectives because you know for sure you cannot win. The way I see it, the inclusion of Overtime, at least in some of those game-modes, would minimize that frustrating red period. With all that being said, I'm amending the bullet points slightly, both for clarification and balance.