Counter-intuitive capture mechanics

Discussion in 'PlanetSide 2 Gameplay Discussion' started by ozziewolf, Dec 17, 2012.

  1. ozziewolf

    I wanted to comment on the fact that the current capture mechanics run counter to how the game rewards you and encourages you to play.

    It's most notable on defense but it's really an issue with offense as well. A base flips significantly faster with people adjacent to the point. In major facilities this is six people. However outside of the initial capture of the point there is no reward for doing what is necessary to capture the point more quickly. Any one who actually stays on point is actually cheating themselves out of XP.
    It's not as bad on Offense since yous till get the 1350 xp in a major facility. However if a person sits on the point for 20 minutes on defense and doesn't kill any one they get 0 xp even though resecuring the point faster is a valuable contribution to the fight.
    Rather than encouraging people to abandon the point in search of xp there needs to be some kind of reward/incentive for people to stay within the points sphere of influence rather than running off to farm kills else where.
  2. Warruz

    Simple solution would to be reward points for staying at least for people who are actually contributing.
  3. PyroPaul

    working as intended.
    It is a choice of the player.

    Stay and make the capping process go faster ensuring it doesn't change hands, but often leaving yourself out of some action...

    Leave and have a much larger window where the capping process can be interupted or reversed, but in turn possibly get more kills...
  4. SgtReefer

    But what about adding an XP reward for successfully defending a station? Maybe it would only trigger if your factions control bar has been fully depleted, and it could be half of the reward for capturing.
  5. ozziewolf

    I didn't say it was a bug so saying it's working as intended comes off as ignorant. Especially when you consider how many times they've changed the capture mechanics.

    The point is they design bases to be captured a specific way and then punish people who play the way they've set it up. It's counter-intuitive to the design.
  6. {joer

    More simple would be increasing kill exp for kills defending a point. If you defend a point thats never assaulted then there was no reason to be on that point.

    Everyone jammed in the control points does appeal to my inner explosives child though.
  7. ozziewolf

    Increasing kill exp doesn't help. Most of the time the attackers/defenders flip the point and then camp the entrances into the building. So those who are on the point end up not seeing much action. However if they weren't on the point it could take up to three times as long to capture the base. At that point it comes down to personal sacrifice with not getting xp to help the team which doesn't make a lot of sense from a gameplay stand point as it's not fun.
  8. Warruz

    Prty much this, just giving XP for contributing would be the easiest solution to the problem. People only stay on points if there are kills to be had at the point, this is usually ones out in the open or ones that you havnt secured the spawn area yet.