Potential Solution to Warzone Farming/stalemating

The current problems with Warzone balance: more req points are awarded as the match drags on up until a certain duration, and there are only positive incentives to outright ignoring objectives if a superior team can overpower an inferior one with little effort. The solution to this is simple. It’s not a surrender option, which has many problems with potential exploitation and balance. Nor is it some convoluted way to buff the helpless core defenders, it won’t help them, and would require too much time, testing, and resources to realistically implement in a short timeframe. The solution is a core-timer. Specifically, the Warzone Assault final stage core timer, in reverse. When forced back into their core, the defenders will have, lets say five minutes, to capture a base or recieve a loss by timeout. In addition to this, a RP earnings increase needs to be added for destroying the core. This way, if a superior team did decide to ignore objectives and farm the enemy team, they would only have a short amount of time to do so, and failing to destroy the enemy core at all would result in missing out on a nice chunk or RP. Five minutes would be plenty of time for the defenders to recapture another base, if they fail to in that amount of time, they never will. It will fix the issue of both farming and long stalemates, quickening match turnover and slightly increasing RP gains for everyone. Even the absolute best, most monstrous teams would only get 5 minutes to both farm and destroy the core, and weak teams of random composition would only need to endure spawn-trapping for a short period, de-incentivising them quitting and getting banned. There you go, that’s my idea.

Hmm that would be an interesting implementation on tactical and time objective rewards.

Then people just wouldn’t cap there armory then, there really is no way around it.

> 2533274809464609;3:
> Then people just wouldn’t cap there armory then, there really is no way around it.

True, but it’s much harder to pin the other team down in their home base AND their armory.

Frankly I think that would be an effective solution, is give some alternate spawn points for a team locked in their base. Not in one of the bases, but somewhere else on the map perhaps? I don’t really know haha just spit balling off the top of my head.

> 2533274809464609;3:
> Then people just wouldn’t cap there armory then, there really is no way around it.

If the enemy intentionally won’t cap your armory, then you have a significant advantage you otherwise wouldn’t get. You still have access to two spawn locations, and can still mobilize for boss kills around the map. Your suggestion wouldn’t be a problem.