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Posted By: SonGoharotto <SonGoharotto@gmail.com> | Date: 3/20/12 1:58 p.m. |
In Response To: Re: Invasion slayer. (RC Master) : Heh, Invasion, as a gametype, I'm going to praise at great length. :P I noticed that you hadn't mentioned Invasion itself at any point. It happens to be my favorite playlist, and yet seems to be horribly unpopular with the general player base. The shifting objectives naturally encourages different tactics on both sides, while the asymmetrical teams/loadouts is both fiction-friendly and results in a lot of variety in single engagements. I think Invasion really only suffers due to stagnation. It has received the least attention from Bungie/343i of any playlist and has only three maps in rotation -- two, really, because you'll hardly ever see Breakpoint. One-sided games is still a problem, as a team that doesn't score at all in the first attack phase will almost invariably be depopulated by quitters to the point of hopelessness, but speaking personally, few Halo games have been more exciting than a close match of Invasion. *** An addendum: I think there's an easy fix to most of these problems , and you pointed right at it with the first article. Objective gametypes still reward killing-related activity more than objective-related activity. So the first step is to reverse that. Killing should only be a means to an end, to support your team's efforts at capturing the flag, holding the territory, etc. Furthermore, the lion's share of cR awarded upon game completion should always be dependent upon team performance, rather than individual performance. Getting a +80 K/D ration in the Banshee shouldn't be worth nearly as much as capping the flag the three times, because the whole point of playing team-based objective games is to help your team secure the objective. I know, crazy, right? I would even go so far as to propose the same thing for team-based Slayer games. Assists, Revenges, Wheelmans, Protectors, and Showstoppers should award extra cR for promoting team coordination.
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