Background Image

On Capturing Strategic Locations.

Discussion in 'General Discussion' started by Cupcakeunleashed, Dec 31, 2014.

?

How would you like to cap points?

  1. Traditional (hold an area/zone for a x time)

  2. Same from DoW (capture with a flag, takes a player to do so and other players can join in)

  3. Other? Please describe below...

Results are only viewable after voting.
  1. Playing though Vanilla DoW, I realized how good it was to capture points, not standing around them shooting the hell out of people like you would in most games now.
    I always thought it was a bit lazy to just sit around a zone to capture it, it kinda doesnt make it seem like you are really capturing anything, just sitting there shooting whoever comes near that area.
    So basically what I'm asking is if there was a chance we could use the same capture mechanic as there was in DoW, (Modified to work for Ec of course) Where you press use at the strategic point to uncap it from the enemy, then your character places a banner (that is the same as in your inventory to provide the same buff but as just a normal area buff with those specific bonuses for a limited amount of time) then you crouch or beat your weapon against the ground if you are an ork and capture the location, similar to DoW.
    If a player wants to help, they can run upto it and press use and do the same thing as you (but not place a flag obvs) and it caps faster.

    I feel that this would be a very interesting mechanic, it will make capturing points harder, but more meaningful and add more strategy and planning for guilds/parties.

    I dunno about anyone else though, I just feel that sitting around a circle shooting any enemy that walks near the zone is a bit overused and uninteresting, to be frank, with all the innovation in EC, they seem to have missed some small things that could also add more to the game.

    Critique or ideas are welcome as always, feel free to speak your mind below :3
    BERSERK-FURY and Vae like this.
  2. Have you seen the capture mechanics in play in the latest livestream?

    It looked that there was already a mix of mechanics. I didn't watch the capture details specifically, but I'm pretty sure we saw a 'domination' one based on having at least one person in the capture zone. We also saw a 'destroy' mechanic, where an object critical to the defenders had to take sufficient damage before it exploded.

    Adding a 'tag the object, then defend the location/the tagger for (x) amount of time' would be a valid option. I'm not a huge fan of encouraging a zerg train of people diving onto the capture point to speed it up, though, as discouraging zerg activity is generally a good thing. I'm a bit cautious about the 'destroy' mechanic for similar reasons.

    Always good to see new ideas floating into the mix. :)
  3. Bossaroo bossaroo Well-Known Member

    I prefer the DoW style of someone actually has to cap it so a giant blob can't just stand around doing nothing
  4. Bernardus Relative Well-Known Member

    Why would there be a need to uncap a location before beginning to capture it yourself? One doesn't move into an enemy position and say " Okay guys, lets take down the decorations before we secure this location!"
    More people for faster capping is a horrible idea.
    Sitting dominant at a location until everyone respects your ownership of that position is pretty much realism.
    Taking one person out of the fight to activate a point would more or less eliminate ninja capping. If one guy has to drop his weapon for a few minutes, it'd take more than two individuals to capture a point. That sounds good.
    Having not seen any of the open world yet, I can only assume what we've seen so far will work fine.
  5. whaleboy whaleboy Recruit

    I really like the idea of blowing something up to capture a point just to simulate a force destroying enemy buildings in the dawn of war games. Also, cap points work fine most of the time, planetside2 has a decent version right now with a king of the hill like system where you have to cap a point then hold the surrounding area until the base flips.
  6. Rabilon Karukuz Subordinate

    There is something awesome about flags, flag placing and honoring the act. It's better than sitting next to a position and seeing a bar load by far.
  7. Jericho Jericho Forum Beta Tester

    Maybe a multiple simultaneous mechanic could be used on occasion where we need 3 separate locations to be deactivated at once to progress.

    In general though I agree, a good mix of different requirements helps to keep things interesting
    Demetri_Dominov and Psychopski like this.
  8. I voted "Other".

    Progressive capture mechanics. Something more than simply running in a room and playing king of the hill. That's as basic and as simple as one could imagine. As a gamer I would find it pretty insulting if we are simply playing king of the hill or capture the flag from base to base. As if our intelligence is so lacking that king of the hill is the only type of mechanic we can comprehend. My 5 year old nephew plays video games. He can shoot and move while playing King of the hill. I'm hoping for a mechanic that's significantly more challenging.

    Players should have to progress through a series of mechanics in order for the capture points to become open for capture. Destroying bunkers, breaching entry points, destroying communications towers, ect. Special weapons and/or specialized vehicles should be required for some of these obstacles(Melta Charges, Siege Engines, Siege Cannons) Contesting, destroying or owning those minor/perimeter control points within the base for X amount of time would be required in order for the main command center to become "unlocked" or open for capture.
  9. Demetri Dominov Demetri_Dominov Arkhona Vanguard

    I like the idea of capturing multiple points at once in order to capture an entire structure.

    • It breaks up a zerg
    • Advantage goes to the defenders
    • Could be part of the solution that fixes a static spawning mechanic
    Jericho likes this.
  10. Kaazid GarySharp Well-Known Member


    It depends on what the style of the bases are like and what the objectives are, picture a scenario whereby the base has automated defence systems such as wall mounted heavy bolters that target any enemy that is close enough. "uncapping" could consist of breaking down a reinforced door in the core of the base, decrypting the computer systems and then turning the turrets off so that you can move to the next spot and capture the base.

    You would also need to guard the core so that no defender that you missed could sneak in and repair the computer suddenly turning all of the turrets back on.
    Rikamar and Psychopski like this.

Share This Page