SELF DESTRUCTION OF CORE AFTER 10 MINUTES IDEA


Please take your time to read, this is just an idea, I’m not going to bother replying to people coming to attack this post on the fact they think its ‘Complaining’ or ‘Whinging’ over a social game type and think that everyone should get over it. This game always has room for improvement, so just hear me out.

So, there is big debate on the whole Warzone farming problem. If you don’t already know about it nor have experienced it, it’s practically one side caps all bases, then refuses to destroy the core, and just farm’s the enemy team until 1000 points.

Some are saying that it is part of the game, cannot be removed, and to just get over it.
Some wan’t a mercy rule where they are able to quit and not be stuck in a spawn trap.

BUT, I did have an alternate idea that does work for both sides, to both prevent or at least reduce quitting or the urge to quit, and farming/spawn trapping. what if;

  • A**fter all 3 bases are capped, after 10 minutes of these bases being captured, the enemies core automatically self destructs. Causing the game to end at that. And if a base is recaptured before the 10 minutes runs out, the timer resets and the game continues.
    Note: If you are standing on a base while the 10 minutes has run out, the timer will stay dormant until the enemy either pushes all Spartans off that base, or they capture it. There are a lot of pro’s and con’s to this but in some sense this does balance out the game to an extent, actually push for teams to run for objectives instead of just dying and prevent a team (Not completely) but some what prevent a team from just farming the enemy team for 30+ minutes straight.

Pros

  • Prevents Farming the enemy team (I use the term farming, because yes, there will still be a spawn trap, but it wont be for the whole game at least.) - Pushes for team to actually attempt to go for objectives instead of just repeating the cycle of killing someone, dying, repeat. - Takes away the ‘Mercy’ rule or even the thought of someone quitting since there is now a time that it will end instead of it dragging on for the rest of the game. - Typically, it does take at least 5 or so minutes to cap all 3 bases if you push back the enemy team from the first base (someone will probably challenge my word and say that there team has done it faster, but this is just imo/estimate) so a game would go no more then 15 minutes, which everyone still gets there REQ bonus, and doesn’t waste there time stuck between not wanting to quit and not wanting to die every 10 seconds. - Gives variety to the game mode, and a goal in mind where as your team does not want too loose your last base and will actually understand that bases are important, making the whole assaulting the base/Defending the base a big priority of the game. You could choose to go attack the AI for extra points, or push for the enemies bases while they are distracted starting the self destruct timer.Cons

  • People will always find a way to exploit this, where as most likely teams will just allow the enemy to capture a base so they can just push them back and repeat the cycle. BUT in doing so it does actually potentially give the enemy/friendly team a chance to make a come back, since anything can happen once a bit of pressure is taken off. - It is a social playlist. So having a lot more pressure being put into the game where you feel as if you ‘Have to take this objective or loose’ does take the whole stance of ‘Social’ away where you want to play to relax. But then again, it is some what better then sitting getting farmed for a good 30 minutes and does take away the stress of ‘If i quit, I get banned’ - Games will run shorter, and for some people this isn’t a good thing, for some it is. It does prevent you from saving up REQ’s to use in late game, but taking into consideration you are already pushed into the back of your base, stuck on lets say 5 REQ’s, being trapped, there really is no point for ‘late game’, your ‘Late game’ is another 20 deaths by 30 minutes.There are probably a ton more of Pros and Cons to the list, and if you have any, please, be my guest and add a few of what will or won’t work. Even your thoughts on the pro’s and con’s themselves.
    Any questions, Thoughts or even Idea’s to run of this please comment down below.


I will make a side not, to please, as I already stated, don’t bash on this post. This is just an idea, but if you have nothing positive to contribute apart from ‘Get over it or get better’ then just don’t bother. I get it, you’re a Halo Warzone Hardened Veteran that any complaint to your beloved warzone triggers you and instantly causes you to attack the post by talking about how everyone is lesser then you and should get better. Understandable, your doing this community a great deed, good work sir. But just try refrain yourself from commenting something tedious this one time.

> 2533274867011991;1:
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I don’t want to be that guy, but I don’t think this will work.

The enemy team can just spawn camp an armory instead. Plus once the 10 minutes is up they leave anyway, so a 10 minute timer is no good, it would have to be a three or four minute timer.

Also, when do people loosen games? They are never tight in the first place.

> 2533274914889722;2:
> > 2533274867011991;1:
> > Quote snipped
>
>
> I don’t want to be that guy, but I don’t think this will work.
>
> The enemy team can just spawn camp an armory instead. Plus once the 10 minutes is up they leave anyway, so a 10 minute timer is no good, it would have to be a three or four minute timer.
>
> Also, when do people loosen games? They are never tight in the first place.

You can spawn camp anywhere, but in spawn camping an armory, at least you have the option to spawn back at base or the armory itself, it just gives options rather then stuck in one position.

But this is considering they don’t. I do know fireteams only kill for up to 10 minutes then core the enemy team, but some decide just to sit there and farm for commendations for an extended time. I thought of four minutes maybe even five, but that’s way to short. Games would never last.

I didn’t understand the last sentence? Im guessing I misspelled something and you’re just quoting that.

No. Horrible idea. I’m not flaming anyone, but think about this OP. If team A is winning so much Palmer has to say the Not out speech to Team B, and then the core gets open for team A.
Now they hit the 9 min mark, and enemies are coming in to prevent them from capturing. Team A can hold em off, but the timer runs out and the core goes boom without the guys even being able to come NEAR the base.

I don’t agree, because then once a team captures three bases, they play a game of defense, instead of keeping up the pressure and laying siege to the enemy base.

Essentially, they switch roles, and that isn’t good. It’ll promote camping outside the base even more. What would be helpful is if they removed quit penalties from Warzone.

I’m partake in farm sessions. And let me just say we have never straight farmed the core for a solid 10 minutes. I don’t think any group has. The benefit of a farm plateaus after the game timer hits the 10m mark.

Secondly, an easy work around would be to just allow you to cap a base. If we can farm you in the core, we can farm you in an armory just the same. Infact I prefer games where we allow players to hold a base because it keeps the lobby full. JiP is disabled during a triple cap.

See I’ve been looking at this, but ten minutes is way too long, more like say two or three, and don’t have the timer reset, because then a team could just relatively retreat to force reset the timer. Or better yet make it so that the longer the core is exposed it starts to lose health anyway, so if the core is exposed for a 120 seconds or so the core will already be about to be destroyed

Possible alternative/additional ideas:
Maybe even boost the AIs in each core
Give a silver req each time you destroy a core
Only the last two people to deal dmg to the core get’s rewarded
Give XP based on how much damage was a actually dealt by the player
Other stuff that would encourage players to destroy the core

> Team A can hold em off, but the timer runs out and the core goes boom without the guys even being able to come NEAR the base.

That’s the point of pressuring and assaulting? It’s preventing the cause to keep them in spawn and actually defend the base. It’s no different from strong holds in Team Arena. Pressure and Defend.

> 2533274808210415;5:
> I don’t agree, because then once a team captures three bases, they play a game of defense, instead of keeping up the pressure and laying siege to the enemy base.
>
> Essentially, they switch roles, and that isn’t good. It’ll promote camping outside the base even more. What would be helpful is if they removed quit penalties from Warzone.

Once the team captures 3 bases, they play the ‘Spawn Trap Game’, you missed the threads point. And promoting camping outside the base even more? Explain? If people are already camping outside the base, how can you camp ‘More’ then that? It’s not promoting camping, it’s preventing teams holding a spawn trap for the whole game up to 1000 points. And removing quit penalties, people are just skimming past this, this is an alternate idea to quit penalties, removing quit penalties promotes… quitting.
This at least keeps you in the game.

> See I’ve been looking at this, but ten minutes is way too long, more like say two or three, and don’t have the timer reset, because then a team could just relatively retreat to force reset the timer.

Two or three minutes is way too short. Cap 3 bases, sit there with 4 people on each base defending, easy win. With no reset timer, one can simply constantly cap 3 bases and win regardless as long as they keep pressure on the 3 bases. It needs to be some what balanced in the sense where it isn’t a sure win, but rather a pressure/defend game.

> Possible alternative/additional ideas:
> Maybe even boost the AIs in each core
> Give a silver req each time you destroy a core
> Only the last two people to deal dmg to the core get’s rewarded
> Give XP based on how much damage was a actually dealt by the player
> Other stuff that would encourage players to destroy the core

Boosting AI’s in the core is actually a good idea, I wouldn’t disregard that, but most of the time when you farm a team, you’re usually just sitting outside with powerweapons and vehicles.
Silver REQ’s per core destroy, In short just not a good idea.
Rewarded with ? And why?
I’d probably say XP based on there effort in the game rather then dealing damage.

Again this thread is ‘Strictly’ for the ones who seem to farm, not the ones who end a game at 10 minutes. It’s not, not heard of, where a FireTeam will try get there commendations and farm for 10 straight minutes. I’m not too worried about the 10 minutes destroy the core, the ones who sit and farm for that long period of time is where this is focused on, where they have every opportunity to destroy the core past 10 minutes yet want to continue to rack up kills.

Because if a team gets all three bases, they no longer have to push forward to win. They just defend the first base, easily done by sitting there and waiting outside the other team’s main base. It’ll make teams of randoms get together and spawn camp without even having the intent to farm. Defending for as long as they need to will be enough to win, because they don’t need to get in and destroy the core anymore.

By removing quit penalties, it doesn’t drastically change the way Warzone plays. It has large teams as it is, and has JiP. It’ll be fine if people can quit at will. This way, teams can spawn camp all they want, but it is up to the guys getting camped to leave if they so desire, to move on to other games. It allows spawn camping while at the same time allowing people to not get spawn camped.

To be honest, I called for quit penalties to be removed, and just got attacked over the fact I wanted people to be able to quit a social playlist.
This community isn’t happy no matter what.

> 2533274867011991;10:
> To be honest, I called for quit penalties to be removed, and just got attacked over the fact I wanted people to be able to quit a social playlist.
> This community isn’t happy no matter what.

Yeah social lists shouldn’t have quit penalties.

But -Yoink- you if you quit a game of Breakout.

> 2533274808210415;11:
> > 2533274867011991;10:
> > To be honest, I called for quit penalties to be removed, and just got attacked over the fact I wanted people to be able to quit a social playlist.
> > This community isn’t happy no matter what.
>
>
> Yeah social lists shouldn’t have quit penalties.
>
> But -Yoink- you if you quit a game of Breakout.

Agreed, ranked playlists is completely different, understandable with this servers how they currently are, a disconnection or being kicked isn’t uncommon, but a rage quit or general quit just doesn’t stand for someones 10 game placements or even just ranking in general.

I’m sorry, but I don’t like your idea. I still think a ‘Mercy’ rule is a better alternative. Much to the same of the ‘Mercy’ rule implemented in Destiny.

> 2533274797659962;13:
> I’m sorry, but I don’t like your idea. I still think a ‘Mercy’ rule is a better alternative. Much to the same of the ‘Mercy’ rule implemented in Destiny.

All good, just an idea. I too like the mercy idea, but this one was just another one thrown out there.

In further to the point, I have been apart of large Warzone groups. I have been apart of Warzone matches where ‘farming’ did take place on several instances. I do have a conscience and this is why I believe a ‘Mercy’ rule is more beneficial. The winning team just wants to ‘farm’ while players on the losing team just want the game to end. Sure, those players on the losing side can quit, but then there’s a chance of a ban and no one likes being banned. This is why I stand by the ‘Mercy’ rule. Players on the losing side can know that the match will end soon while the ‘farming’ from the winning team can be kept to a minimum.