View Full Version : Game Feature Structure Capture Rate
GeneralSGJist
07-19-2011, 09:22 PM
Subject:
Structure capture rate
Description:
It's often been said that capturing structures is a flawd mechanic, since in kw engis must wait 3 seconds or so, And in TW, there is no delay.
But what if there was no delay, but uncertainty on if the structure would be captured?
Just like the husk capture rate idea.
However in this case the probability is to symbolize both the interior defenses and he skill of the engi.
Veteran engineers get increased probability.
1st capture attempt, 75% chance to capture
2nd 60%
3rd 45%
4th 30%
5th 25%
Pros:
-helps better balance engi cap stats beyond just a 50/50
Cons:
Balance
R3ven
07-19-2011, 09:55 PM
Engies are usually killed on the way to the structure or while capping it. If you successfully do get the engie inside, it should be a 100% chance of capturing due to how hard it is in the first place.
Lauren
07-19-2011, 10:08 PM
Gosh random values are bad, when will you learn? Wasn't the husk thread enough?
Kyang
07-19-2011, 10:11 PM
I liked the Generals idea, where infantry popped a flag outside the target structure and beeped their way to victory.
Gosh random values are bad, when will you learn? Wasn't the husk thread enough?
He obviously just doesn't care too much for the engineer and wants to make it useless.
I liked the Generals idea, where infantry popped a flag outside the target structure and beeped their way to victory.
That was funny and fun way to capture structures, but I still prefer the good old engineers.
stormgear
07-19-2011, 11:17 PM
Whats next on the plate? Unit and structure quality production rate:
In the real world, we don't get anything perfect. I propose a probability rate to simulate this. All tangible values like hitpoint, armor, rof, build time, power usage etc will be affected by this:
1st unit or structure creation, 75% chance to produce "quality" unit or structure.
2nd 60%
3rd 45%
4th 30%
5th 25%
Tip: Send Engineer to the structure to increase unit or structure quality :rolleyes: :p
Vayjir
07-20-2011, 12:00 AM
I do not support this i would rather want multi engineer then having to hope on RNG to capture a building.
GeneralSGJist
07-20-2011, 02:21 AM
Whats next on the plate? Unit and structure quality production rate:
In the real world, we don't get anything perfect. I propose a probability rate to simulate this. All tangible values like hitpoint, armor, rof, build time, power usage etc will be affected by this:
1st unit or structure creation, 75% chance to produce "quality" unit or structure.
2nd 60%
3rd 45%
4th 30%
5th 25%
Tip: Send Engineer to the structure to increase unit or structure quality :rolleyes: :p
seriously?
The key difference there is that you have machines or whatever making the units, while in battle the proficiency of an engi is less certain.
@ Lauren, my 2 ideas are no more Random then a gambling at a Casino......
=LEVIATHEN=
07-20-2011, 06:25 AM
I'm afraid that I don't support this probability concept either (though it sparks a different idea that could work a little better).Not to be a downer on your idea (I think it's better that people put out their ideas so that the thing on their minds gets covered somehow),but I don't think anything too random and having to do with capturing is a good thing for C&C.
Now,two things:
Firstly,Raos,just because you don't support his ideas,it doesn't mean you should downgrade him.He's only pointing out something that he thinks should be fixed.
And secondly,the idea that was sparked:
Now,I understand that random probability isn't a good idea,or decreasing probability,but how about predictable probability?(I say this only for buildings,because I think this is all that it should be applied to)Maybe,instead of changing probability,infantry can garrison your base buildings,and decrease the chance of being captured by 50% and stay like that(unless you remove the infantry).Then you could have people such as commandos clear out the buildings for the engineer,and if the engineer manages to capture the building,the infantry are expelled from it.Then there could be special engineers (combat engineers maybe) that are more expensive and can clear out the building themselves (imagine:bad-@#$ commando engineer).
WeedWhacker92
07-20-2011, 06:47 AM
Usually I put my two cents in on these Jist, but just imagine the headaches (and PvP balance) when anything comes down to a random variable.
There already is a large variable present when you try to capture an enemy structure, and that is the chance you'll actually have an Engi make it to the enemy base unharmed, and still alive to be able to capture the structure.
With your proposal, you may or may not gamble away $500 (or w/e they're worth) once you already overcome the challenge of capturing a structure.
Besides, we all know that Engi's will always capture structures, the people inside them are too greedy: http://www.moddb.com/groups/c-c-paradise/images/engineer-is-serious-business
GeneralSGJist
07-20-2011, 08:08 AM
Nice =LEVIATHEN=, Good that you at least undrstand the concept of brain storming, and was able to take it to a new idea. I like and respect that a lot.
And I'd support that.........
pinnnacle33
07-20-2011, 09:18 AM
its a interesting idea but its not a game of chance
Golan2781
07-20-2011, 09:53 AM
Add a minigame, problem solved. Something PacEngineerMan.
stormgear
07-20-2011, 10:59 AM
seriously?
You should try looking at your first two similar ideas.
Lauren
07-20-2011, 11:49 AM
@ Lauren, my 2 ideas are no more Random then a gambling at a Casino......
If I wanted that I would do that. But this is a game where chances are completely inappropriate.
Bobug
07-20-2011, 10:29 PM
just use the normal engineers :s
ScotlanD
07-20-2011, 10:38 PM
I like both engineers and infantry capture! both can be fun, don't see any reason to change either!
LukaColic0
07-20-2011, 10:42 PM
Don't like this thread.
Now,two things:
Firstly,Raos,just because you don't support his ideas,it doesn't mean you should downgrade him.He's only pointing out something that he thinks should be fixed.
And secondly,the idea that was sparked:
Now,I understand that random probability isn't a good idea,or decreasing probability,but how about predictable probability?(I say this only for buildings,because I think this is all that it should be applied to)Maybe,instead of changing probability,infantry can garrison your base buildings,and decrease the chance of being captured by 50% and stay like that(unless you remove the infantry).Then you could have people such as commandos clear out the buildings for the engineer,and if the engineer manages to capture the building,the infantry are expelled from it.Then there could be special engineers (combat engineers maybe) that are more expensive and can clear out the building themselves (imagine:bad-@#$ commando engineer).
My response to the bold. Downgrade? I assume you mean put down or insult him or something. Which is something I didn't do. If I was trying to "downgrade" him my posts would look very different.
My response to the underlined armed and somewhat armoured combat engineers sound frickin awesome. Though I don't care for the rest of you're ideas listed there it just makes capturing buildings really annoying, most likely not worth it, and not fun.
Powered by vBulletin® Version 4.1.10 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.