1.2.0 #2 change - 90 second Invulnerability for Captains in Combat Recon

Background/Situation:

 

After yesterdays change, a 90 second invulnerability upon spawn has been introduced for captains in combat recons.

 

This was presumably done to counteract the possibility of being launched into a game where a captain is already dead, which can occur if he is killed before you launch into the game up to 90 seconds after it’s start. Since the game is often already decided at that point, the game would end shortly after you joined the game, sometimes before you even spawn. This situation has occurred to me multiple times in a few dozen games. It was frustrating to be launched into a game where you lose seconds after you join, or where you have no realistic chance to make a difference on the field. Conversely, you would also receive “free wins”, if the other captain is the one to have died before you launch/spawn.

 

With the new 90 second invulnerability, such a situation can no longer occurr - both captains are guaranteed to survive until all possible players have joined the game, it is simply no longer possible to damage them.

 

However, there is nothing stopping the captains from abusing their invulnerability for combat in the meantime. An aggressive captain can easily decimate the enemy team members without any danger to himself, he might only wish to retreat before his invulnerability runs out. This can easily decide the game through a situation created for when the enemy captain’s invul wears off or simply by adding to the kill count.

The possibilty exists for both captains to equally abuse their invul and decimate both teams, something which would likely become the norm should the current system persist. However, I don’t believe it would lead to fun gameplay, be it just for the regular members of either team feeling like prey before an invulnerable, powered up supership.

 

It is desirable to look for another approach to solve the problem outlined above.

 

 

Ideas for solution:

 

  1. Keep current invulnerability, but prevent captains from using weapons and modules.

Straightforward approach to prevent captains from running rampant. Big cons though; it would be exceedingly boring to fly for 90 seconds without being able to do anything and it would be possible for captains to serve as invulnerable distractions, drawing fire from the enemy team.

 

  1. Keep current invulnerability and slow captains down to a fraction of their speed/a fixed low speed/completely fix them in place

Would prevent early attacks. Would encourage taking ships as captain which have some sort of long-range ability or passively affect allies. Still, it would be very boring to crawl at a snails pace for so long.

 

  1. Remove invulnerability once captain shoots, like regular spawn invul

Would still enable the captain to run interference with the enemy team, and it would be harder to tell when he’s vulnerable and when not. Also, most players would probably shoot out of habit/not knowing they keep a long invulnerability/opt to fight rather than sit and wait, and this would ultimately defeat the point

 

  1. Keep current invulnerability and heavily reduce damage output while active

Would prevent annihilation of enemy team, but would also not stop the captain from going to the enemy and doing what damage he can. I don’t know if it’s possible to reduce all damage someone can output and not just the main gun damage, so I could imagine captains acting to cause havoc with their secondary weapons and modules.

 

  1. Remove invul and add strong resistance or heal effect and slows to the captain instead

Slows would prevent the captain from rushing into the enemy formation. The defensive effect would prevent him from getting himself killed for long enough, hopefully. Just how strong the defensive effects should be is hard to say, have them too strong, and you have a kind of soft invulnerability and have them too weak and games will be over before everyone has joined again.

 

  1. Disable hotjoining earlier than 90 seconds

If people could only get into games of combat recon for, say, 45 seconds after game start, the chance to launch into a unsalvagable situation is significantly reduced. This would probably result in smaller games since less people would join. Increasing the number of people required to begin a combat recon match might be an idea, but could result in less games of this gamemode compared to others (I assume the MM would rather launch a game of another gamemode so the people already waiting won’t have to wait until the number required for CR is reached).

 

  1. Determine the captain role not 10 seconds before game start, but 90 seconds after game start

If there is no captain, he can’t die. The game would be similar to team battle until the captain is determined. The problem with randomly making someone on the field and fighting captain is that they might be about to get killed or find themselves in a situation where they are easily picked off. It might be necessary to give them a brief invul to allow them to retreat (10, 15 seconds), and a weapon damage reduction/disable to prevent abuse. Another issue is that the newly promoted captain may not currently fly a ship he would want to be captain in - instead of promoting somebody on the battlefield, remove the chosen players from battle and put them in a brief respawn queue to enable them to switch ships, without being counted as killed.

 

 

I like the idea of slowing the captain to prevent him from rushing ahead the most, I think. Maybe a combination of that and not being able to join so far into the game would be the best combination. The idea to determine captain roles later is also interesting.

In the end an ability like prolonged invulnerability is simply too powerful to be on the field. Even if we’d keep it like it is now, fighting against someone with invulnerablity is not fun.

 

Does anyone else have an idea how we can have our combat recon without joining on a killed captain?

The solution I offer: the captain cannot leave a certain zone of the map next to the spawn for the 90 seconds. That way if people want to come and die then they can (feeders will feed no matter what), but the captain will not be able to decimate the whole enemy teams or gaina strategic position ready for the enemy captain to lose invulnerability. I don’t know how feasible this would be on a technical level, but I think it would work.

I would add a timer to show everyone when captains become vulnerable. Although, I think this captain protection should be ruled out completely somehow with another solution.

My suggestion is get rid of the current god mode, and during captain game launch, game can start with 2 players on each side but instead of 30 seconds wait, game will become 90 seconds wait. This way more players can join the battle and spawn at the same time.

The solution I offer: the captain cannot leave a certain zone of the map next to the spawn for the 90 seconds. That way if people want to come and die then they can (feeders will feed no matter what), but the captain will be able to decimate the whole enemy teams or gaina strategic position ready for the enemy captain to lose invulnerability. I don’t know how feasible this would be on a technical level, but I think it would work.

Huge fan of this solution.  If possible.

Yeah right now it’s free kill season although sometimes the captain gets a bad team after farming a few kills so his work gets undone.

Another solution may be to allow captain to take damage to emergency barrier level but then he gets invulnerability with no main weapon or missiles until the 90s is up… This may not be good for small matches with op interceptor though as he could still farm.

#1.

Just deactivate the captains weapons and damaging modules for the first 90 seconds. I like this simple solution the best.

It seems number 3 was chosen by the devs but not implemented…

 

MRcZ67Y.jpg

 

“The aura disappears upon any input from the pilot.”

How nice - you’re invulnerable, but you can’t do anything.

You might aswell just ECM bubble for 90 seconds. This is ridiculous.

How nice - you’re invulnerable, but you can’t do anything.

You might aswell just ECM bubble for 90 seconds. This is ridiculous.

 

It’s not actually like this in-game though, that’s my point. You can still fire and shoot missiles and stuff. No idea what the devs actually intended though

I think the best solution is Zap’s #3. I like the concept of having the captain invulnerable for 90 seconds to prevent him from being killed while players are still joining, but having him be able to farm kills for the first 90 seconds is just ridiculous. I had a game last night where I got 11 kills in the first 90 seconds as cap by taking a gunship captain (the enemy cap farmed something like 7 or 8 kills). Solution #3 that Zap proposed is nice, as the captain has the option to remain invulnerable for 90 seconds, but at the cost of shooting or aiding the team in any way. As soon as the cap activates a module or shoots, he should lose his invuln.

Would make more sense to just create a check before putting people in game (if captain is dead don’t add players)

It’s not like most captains die within the first minute

Would make more sense to just create a check before putting people in game (if captain is dead don’t add players)

It’s not like most captains die within the first minute

 

You trying to apply rationality and simplicity to solve a game design problem? How dare you!

 

The SPESCHIAL team will not tolerate such behavior. Only speschial ideas are welcomed.

I think devs dont know what are they doing, and what way they are taking. All players are getting crazy with all theese changes, I have won games without play, a lost other too. Whats that??? What kind of chaos is this???

And the new ballance that is coming… u should read it. 

Would make more sense to just create a check before putting people in game (if captain is dead don’t add players)

It’s not like most captains die within the first minute

That still would not eliminate the issue completely since there is a time gap between moments of when server is found for the pilot and when pilots is actually loaded into the game. 

Still would reduce the amount of such cases tremendously I guess.

Solution #3 is BAD.

VERY BAD.

 

It reintroduces the old problem. Would you like to join a game to find your commander is already dead because he decided to forfeit his invulnerability in a misguided and failed attempt to go YOLO on the enemy team?

 

I wouldnt.

 

Choose Solution #1. Either lock all modules or at least any damaging module.

 fighting against someone with invulnerablity is not fun.

You can fight with someone else, but it is fun when you are captain, isn’t it? About balance - every team has a captain, therefore I don’t see a problem here.

 

Btw we will consider this

The solution I offer: the captain cannot leave a certain zone of the map next to the spawn for the 90 seconds. That way if people want to come and die then they can (feeders will feed no matter what), but the captain will not be able to decimate the whole enemy teams or gaina strategic position ready for the enemy captain to lose invulnerability. I don’t know how feasible this would be on a technical level, but I think it would work.