Title: Another MCP Replay... Post by: Akranadas on January 05, 2008, 05:44:52 am Ok, something is seriously wrong with the current MCP
Just played a game, was losing at the start, then we had a push back but we never ever got any increase in population (stayed at 25); even after taking half the sectors on the map. It's totally unfair if this is the way it's meant to be, because that means if you lose the first 10 minutes of the game. You've lost the entire game and might as well quit. Replay attached....err no its not because I can't attach files in Dev. Battle number 489 http://files.filefront.com/4p+rails+and+metal2008+03rec/;9382727;/fileinfo.html Title: Another MCP Replay... Post by: Ucross on January 05, 2008, 10:11:01 am If you push back ONLY after the opponents have gotten to 40 population then you'll have to take back over 50% of the map to start gaining population.
Title: Another MCP Replay... Post by: Akranadas on January 05, 2008, 10:19:38 am If you push back ONLY after the opponents have gotten to 40 population then you'll have to take back over 50% of the map to start gaining population. So, what your saying is that the losing side has to take 50% of the map with 25 population worth of units while the other side has 40 pop worth of units? Thats not comeback mechanic Title: Another MCP Replay... Post by: Lai on January 05, 2008, 10:22:48 am Question, is the enemy's pop displayed?
Title: Another MCP Replay... Post by: Akranadas on January 05, 2008, 10:23:06 am Nope
Title: Another MCP Replay... Post by: Ucross on January 05, 2008, 10:30:38 am Yeah, so if you can't move out in a long time it's basically a loss. That's intended.
Title: Another MCP Replay... Post by: fldash on January 05, 2008, 11:04:28 am Akranadas, I just watched that battle and thought MCP worked perfectly. You never pushed out of your spawn area, instead using 2 howitzers... You partner pushed out, but was pushed back. The pop cap was never that different until your partner got pushed back and you didn't have enough free pop to push out because of the howitzers... As time went on, you got stuck at like 31 pop and they eventually got to 40. After they got to 40, it started decrementing you because you never grabbed enough territory. This battle should have never lasted this long... need to increase the territory for attackers over time...
Title: Re: Another MCP Replay... Post by: Ucross on January 05, 2008, 11:19:14 am We just played a battle. 3v3 I was allies and ATTACKING. We owned. We pushed them right back (b/c popcap is EVEN off the bat) and then gained 40 pop and were owning and would have owned if one of our players didn't have to leave to go eat... grrr...
Anyway, it seemed to work well in my 1 game. Obviously still need more testing. Title: Re: Another MCP Replay... Post by: Ucross on January 05, 2008, 11:23:37 am Also, I should note it would be very helpful to have a visual display. Turn the VP tickers into the popcap of each side or at least the % of territory you own or something. Not sure how hard it is but it WOULD help.
Title: Re: Another MCP Replay... Post by: Thtb-Ally on January 05, 2008, 11:26:19 am It was more like a shitload of troops clashing into each other and my collipy vetting in the back and we kinda surived the battles ;)
Title: Re: Another MCP Replay... Post by: |-|Cozmo|-| on January 05, 2008, 11:26:57 am owning pfft, had the upper had at the time, but we were out attritioning you, we didn't use that many troops :P.
We just played a battle. 3v3 I was allies and ATTACKING. We owned. We pushed them right back (b/c popcap is EVEN off the bat) and then gained 40 pop and were owning and would have owned if one of our players didn't have to leave to go eat... grrr... Anyway, it seemed to work well in my 1 game. Obviously still need more testing. Title: Re: Another MCP Replay... Post by: fldash on January 05, 2008, 11:27:27 am I'll look into turning VP's into Popcap.
Title: Re: Another MCP Replay... Post by: Akranadas on January 05, 2008, 07:42:59 pm Akranadas, I just watched that battle and thought MCP worked perfectly. You never pushed out of your spawn area, instead using 2 howitzers... You partner pushed out, but was pushed back. The pop cap was never that different until your partner got pushed back and you didn't have enough free pop to push out because of the howitzers... As time went on, you got stuck at like 31 pop and they eventually got to 40. After they got to 40, it started decrementing you because you never grabbed enough territory. This battle should have never lasted this long... need to increase the territory for attackers over time... Because I was experimenting the effect a howitzer would have on your starting pop, and quite frankly; it fucks you up. There is no way in MCP that you can have a howitzer and effective defenses for it, do that and you won't get an attacking for until you reach 40 pop cap. So basically, the old allied infantry starting of building a howitzer to smash emplaced enemies is dead in MCP. Oh and I only built one. I have a problem with the system that if someone is pushed into their spawn in the first 10 minutes of the game, they lose any chance there is to winning; which shouldn't happen. You should always have a chance to win a game without the need for the enemy to suicide his units into your spawn. If you manage to press back the enemy away from your spawn and connected sectors you should be rewarded and able to keep the momentum. Fighting out of your spawn with 25 pop cap while the enemy has 40 is hard enough; but then to try and win the game while you will only ever get 25 pop is down right ridiculous. Title: Re: Another MCP Replay... Post by: DasGuntLord01 on January 07, 2008, 08:37:09 pm IMO MCP is not good at all. VPs are the way to go, as it keeps the battle even and fun.
The population that you can call onto the field should be determined by doctrine abilities, faction bonuses, and behind-the-lines particulars. Why should capturing more territory at the front line allow a player to bring more troops in? To me it doesn't seem to make for good gameplay. |