Okay so my friend eviltedi has a great idea to stop farming and it’s a great idea which should be implemented in a future update. Basically we have timers once all three bases have been captured lets say 10 minutes to destroy the core, failure to do that will result in a loss of a base or something along those lines. We haven’t exactly worked out what should happen once you run out of time so im here to ask what are your thoughts on this? What are your ideas for this? I think it would be great as it stops teams farming other players for commendations or for any reason. We were thinking of having timers for each base capture but specifically for the core seems more relaxed. We dont want the game to feel rushed and put pressure on players, so please feel free to discuss your ideas and suggestions!
I think having a more flexible map design would be better since when the team gets x3 capped they are trapped to their home base and only apex having the back exit but even that is easily accessible. 343 would be better of making more exits from the home base / covers rather then implementing a new system altogether.
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> I think having a more flexible map design would be better since when the team gets x3 capped they are trapped to their home base and only apex having the back exit but even that is easily accessible. 343 would be better of making more exits from the home base / covers rather then implementing a new system altogether.
That could also work too! Thanks for the feedback man! 
> 2535468425990603;2:
> I think having a more flexible map design would be better since when the team gets x3 capped they are trapped to their home base and only apex having the back exit but even that is easily accessible. 343 would be better of making more exits from the home base / covers rather then implementing a new system altogether.
That’s a good option too. The more ideas the better imo.
How about your only allowed to be inside the enemy core for 90 seconds before death.
That way you have to get in to kill the core.
Staying in will kill you.
After your second death this way you lose your req energy. (Not level)
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> > 2535468425990603;2:
> > I think having a more flexible map design would be better since when the team gets x3 capped they are trapped to their home base and only apex having the back exit but even that is easily accessible. 343 would be better of making more exits from the home base / covers rather then implementing a new system altogether.
>
>
> That’s a good option too. The more ideas the better imo.
Exactly, glad this topic got bought up.
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> How about your only allowed to be inside the enemy core for 90 seconds before death.
>
> That way you have to get in to kill the core.
> Staying in will kill you.
>
> After your second death this way you lose your req energy. (Not level)
Thats not a bad idea man! It works well considering most people camp in the core room killing anything that moves.
The only problem I see with this is if the team doesn’t go for a triple cap. For instance, if a superior squad pins a team down in one of the armories on ARC, it can be just as frustrating for the receiving team but wouldn’t trigger this 10 min timer.
Acremaster45 is on the right track, imo. Might be hard to do with the current maps, but I hope this is something 343 considers in future designs
Some nice ideas a bit they won’t change it, a trapped player uses ever more reqs to try to escape & ever more powerful weapons etc but it’s so easy for the other team to stop them, so the trapped team uses more reqs & then after the match goes & buys a few more packs to regain what they used.
Its simple, it’s designed to make money by being unfair so in order to win players need to use as many reqs as possible therefore encouraging purchases.
> 2533274819580184;8:
> The only problem I see with this is if the team doesn’t go for a triple cap. For instance, if a superior squad pins a team down in one of the armories on ARC, it can be just as frustrating for the receiving team but wouldn’t trigger this 10 min timer.
>
> Acremaster45 is on the right track, imo. Might be hard to do with the current maps, but I hope this is something 343 considers in future designs
Yeah i see your point man, but if one armoury hasn’t been captured they could still spawn from the base and take the long way around to cature the enemies base or at least take a few out. Either way, any idea is better than than being killed every few seconds or so, i like Acemaster45’s idea too, i could see it having a positive effect on Warzone.
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> Some nice ideas a bit they won’t change it, a trapped player uses ever more reqs to try to escape & ever more powerful weapons etc but it’s so easy for the other team to stop them, so the trapped team uses more reqs & then after the match goes & buys a few more packs to regain what they used.
>
> Its simple, it’s designed to make money by being unfair so in order to win players need to use as many reqs as possible therefore encouraging purchases.
One can try man, i know to a lot of people it seems like a huge money grab, but i myself haven’t spent a single cent on REQ’s. Req points on the other hand…
> 2622408533035418;9:
> Some nice ideas a bit they won’t change it, a trapped player uses ever more reqs to try to escape & ever more powerful weapons etc but it’s so easy for the other team to stop them, so the trapped team uses more reqs & then after the match goes & buys a few more packs to regain what they used.
>
> Its simple, it’s designed to make money by being unfair so in order to win players need to use as many reqs as possible therefore encouraging purchases.
And how exactly is it unfair? Should all professional sports leagues implement mercy rules to end games/matches when the losing team is down by a certain number of points. Is it unfair when one team is clearly better than the other?
> 2622408533035418;9:
> Some nice ideas a bit they won’t change it, a trapped player uses ever more reqs to try to escape & ever more powerful weapons etc but it’s so easy for the other team to stop them, so the trapped team uses more reqs & then after the match goes & buys a few more packs to regain what they used.
>
> Its simple, it’s designed to make money by being unfair so in order to win players need to use as many reqs as possible therefore encouraging purchases.
It’s not designed to be unfair and make players buy reqs. Reqs are optional. This is about being spawn trapped and ways to improve players experiences.
I think the shields at the entrance should stay up. The enemy team would only be able to walk through them when they have the 3 bases. That way you don’t get picked apart from snipers and vehicles outside. This along with timers and more exits from the base
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> I think the shields at the entrance should stay up. The enemy team would only be able to walk through them when they have the 3 bases. That way you don’t get picked apart from snipers and vehicles outside. This along with timers and more exits from the base
Do you mean that the shields still stay up after 3 base captures? If so then yeah i think that would help man 
Or they could increase punishment for quitting. Most farming only happens cause people quit cause it looks like we’re about to get farmed then cause people quit we get farmed for sure. I’ve had more quitters on my team than the enemy has team members.
Thats a good idea because I really don’t like people who farm
I prefer the surrender option. Where say after like 8 minutes of one team having all 3 bases & the core hasn’t been destroyed then the other team can vote to serender with 80% in favor.
This type of feature is present in a lot of competetive games like LoL & it works.
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> Or they could increase punishment for quitting. Most farming only happens cause people quit cause it looks like we’re about to get farmed then cause people quit we get farmed for sure. I’ve had more quitters on my team than the enemy has team members.
I agree with that, a lot of the time, so many people quit a warzone game because the enemy team is in the lead satly by 300 points. It’s not fair. But i still think something like this should happen as farming is a real problem that threatens the community.
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> Thats a good idea because I really don’t like people who farm
That makes two of us!