Hello everybody!
With Operation Ares and our upcoming Conquest tournament around the corner, it's time to make an announcement on some changes coming to Conquest gamemodes. These changes will only be implemented in tournament and competitive settings (e.g. private servers, tournament matches); they are not destined for the public realm (e.g. Mixed) currently. However you may see some of these features in the future on our public servers.
Domination (formerly named 5CP)
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We're renaming 5CP to Domination as it's our way of re-branding the gamemode. This has the most changes done out of all Conquest gamemodes so we highly recommend reading everything as we explain the reasoning for these changes.
Domination Timer
A major issue with 5CP was when one team would destroy the enemy by being on their 2nd point the whole game but in the final minute, they get snowballed and lose both 2nd and mid in the final seconds which resulted in a loss. We don't want matches to be determined in the final 2 minutes, we want every decision to matter in the 12 minutes of play time.
The Domination Timer is one centralized timer on the scoreboard and will act as a win condition at the end of time limit (more information below). We didn't want middle to have any say in the domination timer because we feel as if teams would only care about mid for the whole game and it'd act as a 1 hill KotH.
Hills
Neutral hills generally led to confusion from both a spectator and player perspective. The middle hill will be neutral at the start of the match, however, once it is capped, it can only flip states between blue or red owning it. This change will make it harder for back caps to be efficient as you need to fully capture the point to make sure they can't capture the next hill instead of only bringing it to a neutral state which requires half of the time.
Last Point
One of the issues with 5CP was how difficult it is to capture the last point. Now obviously this can be solved with map changes but we'd like to start rewarding teams for pushing even if they can't fully capture the point. The idea with this change is that each push makes it easier to end the match as it will eventually lead to a short capture time and you no longer need to worry about spawnkilling with only 2 people alive.
Win Conditions
Overtime
We think these overtime conditions would make the end-game better and allow for comebacks to occur. If we allowed overtime to start from owning mid instead of the enemy 2nd, we feel like matches would go on forever as the timer doesn't go up by owning mid and it'd be a constant battle there.
King of the Hill (KotH)
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KotH is in a pretty good state but we'd like to make changes to how the end game works and have less confusion in the scoreboard.
Hills
Again, this is to prevent confusion and we'd like to have scores keep on going up. This will also help prevent confusion with overtime below. We will likely speed up capture times for hills to make it quicker to flip points as every second counts in KotH.
Win Condition and Majority Overtime
This change prevents teams from throwing all of their players on one hill at the end of a match because they're really close to winning. That was generally annoying and required the team losing to basically triple cap which is very difficult especially when the enemy team is all on one point. We have made sure close matches that trigger an overtime aren't ruined by forcing the team who passed the score limit second end up winning instantly and instead need to continue holding the majority of hills until they pass the enemy in overall points to secure the win.
King of the Flag (KotF)
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KotF has had a bit of problems with RNG resulting in some teams being able to take possession of flags easier so these changes will hopefully fix that.
Flag Posts
These changes will prevent a flag from respawning 5 times in a row on the same post. That led to some really boring matches as only one area of the map was being focused on. Knowing where the next post location should allow for teams to strategically run to certain places with the flag and to be able to know where they should leave spawn. Strategic deaths with the flag will be a thing.
Team Deathmatch (TDM)
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TDM has no core gameplay changes except for how we handle ties now.
Blitz Overtime
We don't like ties. We believe this is the most fair way of forcing teams to fight each other after time expires instead of letting the match go on and letting it be the next team to get a kill wins.
Capture the Flag (CTF)
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We're going to be experimenting with how these changes to CTF will work in the competitive setting but for the most part we're excited to see how matches end because of this.
Mercy Rule
This should allow for matches that are one sided to end quickly instead of watching a 20-0 match with 5 minutes left.
Proximity and Touches
I think we can all agree we'd rather have matches not be decided by a few blocks or a half completed objective.
Sudden Death Overtime
Overtime was implemented in Badlion's CTF and went pretty well. Our take of this will make it a bit easier to take flags out as they won't respawn to their post. The only bad thing that could happen is if you somehow get knocked close to their spawn with the flag cause then things will go REALLY bad.
Conclusion
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These changes may still be switched up in the future depending on how well these play in a competitive setting and if we find any problems or other issues we'd like to solve. We hope you enjoy our next tournament.
Credits to Strangey for compiling this thread
Noting that these changes were agreed on not all that long ago & have been evolving lately: huge thanks to our wonderful dev team for working reay hard on implementing all of this in a short time. Not everyone can see the good work they put in, though we do every day and it's stunning. :pray:
I can't wait to see some exciting Overtime scenarios in the coming tourney :100:
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