Discuss ways to lengthen matches of crossfire

Discussion in 'Monday Night Combat 360 General Discussion' started by Cheesecakecrush, November 7, 2010.

  1. Cheesecakecrush

    Cheesecakecrush New Member

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    This is the angle i'm coming from on this: I don't enjoy blowouts. Maybe every once in awhile, but a game that is over in two minutes isn't fun to watch. MNC is styled as a "sporting event." So I'm going to draw comparisons to football. Its name is even derived from Monday Night Football.

    Lets say there are two evenly matched teams, and Team A scores three touchdowns in the first 5 minutes. How, it doesn't matter. It happens. This breaks Team B's momentum, and they have a hell of a time trying to stage a comeback. Meanwhile, Team A is adding points at about the same rate. Now, if you're a huge fan of Team A, you're happy for a win. If you're not exactly partial to the teams, its not a very exciting match. Its effectively over just as the game is getting underway.

    Now, lets say the game is tied, 4th quarter with 4 minutes to go. Team B just got the kickoff and an unfortunate bounce starts them at the 1 yard line. They are held back, and its 3rd down and 10. This is excitement. Because its the deciding play. Will Team A get a safety and effectively seal the game in their favor? Will Team B pull out a pass that nets them major yardage, perhaps even a 99 yard completion for a touchdown? Will the pass fall incomplete and give team A great position after the punt?

    This is the kind of feel I wanna try to create in Crossfire. Unbalanced teams are going to have a decided winner already, but If I'm on the predestined losing team I want a chance to PLAY the round. If its even, I don't want an early mistake costing the entire match. Here are some proposals I think might allow the game to go back and forth and make it exciting again.

    Proposal 1: Moneyball regains full shields after 2/3'rds of its current time. As it stands it stays down for what seems an eternity. The other team needs a chance to hit the ball, though, so thats what 2/3'rds and not half. If you guys think its short enough as it is, then...

    Proposal 2: Have the moneyball have a timer to regain its shields, and have a percentage of health threshold that must be done (in damage) before the timer gets reset. What I mean is that you must do X% damage to the moneyball before you can "keep it down." It won't take a single AR bullet and reset the timer. You'd have to empty a few clips. With this change it requires much more pressure, and perhaps a combined, teamwork assault to pull this off. Not one assassin popping a few shurikens, cloaking to a different spot, popping one or two more, just to keep the ball down while everything is is chugging along to get to the ball. With this change, I'd recommend a timer INCREASE since it will probably be pretty challenging with a shorter timer.

    Proposal 3: For the first 3 minutes of the game, the moneyball is indestructible. You can knock its shields down still, and the moneyball will go down, but you do no damage and get no money for attacking it for the first three minutes. At the three minute mark, the moneyball becomes VERY vulnerable if it is down as you pass that time. I'd say all damage to the moneyball is as if you are juiced, so juicing the moneyball at this point would only serve to make you tougher to kill, and easier to kill enemy players, but the moneyball will not be hurt more.
  2. Liefglinde

    Liefglinde New Member

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    Perhaps making a moneyball drop at random intervals? Naturally we don't want to take out bots from the game so what about something like...

    You can still escort bots, and the 2 shields will still be "broken" but the ball itself won't be vulnerable to damage until one of these random intervals. As the start of this random interval, the ball(s) with both shields broken would become vulnerable, and all damage would be as if juiced. (Kinda took a little bit of what you put down and jotted down the first thing that came to mind)
  3. The Dude 421

    The Dude 421 New Member

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    My fav way to lengthen matches when I am with a group.

    Match starts, stay in spawn and taunt

    continue taunting until other team drops your turrets and moneyball

    then come out and slay until they are pushed back into their spawn

    Win
  4. Enigma5081

    Enigma5081 New Member

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    I believe the dlc will solve this problem for a bit, unles new problems arise.

    But as of now even in equally matched games i still have hosts leave which is bull.
  5. BroTranquilty

    BroTranquilty New Member

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    agreed. although maybe putting a force field around the moneyball would work, where you can walk through it but bullets wont pass.

    prevents spawncamping, prevents random richocets, prevents anything less than risking your neck.

    first idea, just put the spawn-room-door-style forcefield around the inside of the ring's walkways, where it only covers anything inside the moneyball's ring and inside the walkways and stops short of covering the walkway itself, and make turrets able to shoot through it. second idea, you can put the spawn-room-door-style forcefield covering overhead, so you cant attack from upstairs, and have that surround an area making turrets more effective. third idea, make it the same as the first idea but make the spawn-room-door-style forcefield only come up when the moneyball is dropped.

    id perfer option 1 or 3. i guess 3. at this point, i will concede and say just let whatever campers that would use this as an advantage, use it. it wont help them go offensive, all the way from said forcefields.

    i suppose what everyone is saying is that the defenders need more buffs. im not sure why turrets, pros, bots, and moneyball shields arent enough. but a good team tears all those up, and a bad team lets them. and it does seem selfish to say "qft get better qq nubz"
  6. Cheesecakecrush

    Cheesecakecrush New Member

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    I'm not talking about defenses, or ways to keep the offense from destroying your moneyball, except for the first 3 minutes of the game or so. I want a game to last longer than it takes to start/load a game.
  7. No-Blood

    No-Blood New Member

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    Being one of those Assassins this is tearing me up inside, but I agree with this idea. It'll lengthen the amount of regulation time and will create more need for team work.
  8. BroTranquilty

    BroTranquilty New Member

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    but my idea is an attempt to solve two problems. your "richocets and few bullets let a half-awake team keep a ball down no matter what" problem, which ends the game fast. and the "spawnkilling" problem by giving the team an added close-range defence to the moneyball.

    but any idea will do, barring its possible to program and release by the devs, and they like what it does with the game (they might know a reason why it would unbalance/change the game, that we dont see)
  9. Snappyguy

    Snappyguy New Member

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    Ball is down only for a while no matter what. So you don't bring some Blackjacks in and just hold it down by camping.

    I'm sure the more competitive players hate this but I'm on defense and it's just a campfest. Nobody cares if you kill them all cause they just come back with the juice they earned enough money for by shooting your turrets and moneyball and destroy any defenses you just started. Bots are forgotten very soon till the jackbot makes his debut.

    I play in pubs always defense, so I'm probably not familiar with how you guys play.
  10. heavensnight

    heavensnight Member

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    i can not agree more , but your proposals dont do it for me. after a little thought on the matter i got a ok idea...

    what if the moneyball didnt have a set level of health but an infinite amount and every game went for at least 15 mins with the team with the most damage to the ball wins.

    now due to the higher amount of $$ from this mode by attacking an infinite moneyball id say lower the $$ earned to even it out and i would totally play this..

    Let me be clear. I Hate 1-2 minute matches especially if im on the winning team.. no challenge and no fun.
  11. Cheesecakecrush

    Cheesecakecrush New Member

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    Maybe we can have a coin grab game mode like smash brothers, where instead of straight earning the cash you gotta go pick it up when you kill bots/pros, and they drop many coins to make up for it.

    Lol.
  12. Billy Rueben

    Billy Rueben New Member

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    The only idea I have liked so far is the Moneyball's shields only staying down if you do X% of damage to it before they go back up. The possibility of an early mistake are what keeps the opening stages of a match interesting. If we can't damage the moneyball for the first three minutes, it becomes team deathmatch for those three minutes. Your only real objective would be to get as much of the map under your control as possible.

    As for the infinite health moneyball, that would only make things worse. If one team is getting its *** handed to them, extending the match time from three minutes to a full fifteen would be torture, and there is no way I would content with shooting the moneyball for ten minutes, so epic spawn camping would ensue.
  13. BroTranquilty

    BroTranquilty New Member

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    yes, epic spawncamping. EPIC SPAWNCAMPING. EPIC SPAWNCAMPING. EPIC SPAWNCAMPING. EPIC SPAWNCAMPING.

    ok, what about if there were three turrets in the moneyball area, lvl 3 lazor blazors, that would respawn on their own?

    or if there was a different turret entirely in the moneyball area that had 3x more health than the lvl3 rocket turret and is strong against pros but weak against bots that enough bots could pass it and down the shields still, where it can be easily healed and repaired but if it was destroyed it was unreplaceable?

    or here is an idea for a game mode. what if there was a one-side version of crossfire, where one team attacks and one team defends and the ball is destroyed on the first damage, AND after each 8-minute round it would switch and the first team to down the shields three rounds wins that game?
  14. heavensnight

    heavensnight Member

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    what if for the first 3 min bot spawns = overtime bot spawns and the center of each map is cut off by a force fields where player cannot cross but maybe can shoot through , while the bots cross over it to attack . after the time the field turns off and bot spawning goes to normal until overtime.

    but the game might suffer cartiack arrest from 12 players juicing at once when that timer goes off... might not be as bad if it were not for all that bacon : p
  15. OfficerFuttBuck

    OfficerFuttBuck Active Member

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    Maybe a $1000 money ball heal button inside your base and a $400 ejector inside your base that removes all pros from the money ball area and destroys every bot but the jackbot.

    Or special bots are upgradable / more powerful or something.
  16. IlliniJen

    IlliniJen New Member

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    Extenze.
  17. The Onion

    The Onion New Member

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    if i wanted to just kill bots, id go play blitz. Or how about this, since you are basically just making a 3 minute pregame lobby, why not just have a 12 minute game and everybody starts with juice. at least then we wont be standing around like idiots killing a couple bots with nothing else to do.
  18. The Onion

    The Onion New Member

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    moneyball heal button, no. the ejector seems interesting. instead of ejecting the whole moneyball area, what about just the top ring?

    upgradable bots ftw.
  19. Billy Rueben

    Billy Rueben New Member

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    Or how about we have a game where the responsibility to defend the moneyball is up to the players that play the game, and if your moneyball goes down, it is your team's fault. Oh wait...

    My point being that if your ball goes down, your team was not defending properly, or the other team is just better than you. I would be fine with giving the moneyball some more defenses, but lets keep it reasonable. Force fields would just be plain frustrating. You would have nothing to do for the time that they are up, and the game would just be boring. The attack/defend idea is kinda cool though, but I would rather be able to select a different playlist for that game mode, rather than it replacing crossfire outright.
  20. StarPilot87

    StarPilot87 New Member

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    I'll just throw in an idea of mine: Have Slim bots do less damage to the Moneyball shields than BlackJacks. As the first waves are 2 Slims and 1 BlackJack, then 1 Slim and 2 Blackjacks, then 3 BlackJacks, it theoretically would increase the length of matches.

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