WZ 'Enemy Controls All Bases' Ideas

A thought – what if, in order to bolster a team with no bases (and in general to prevent farming) there were some adjustments made in the game?

For example, while your core is exposed, you have things like:
-temporary teleportation out into the field somewhere – especially helpful on more linear WZ maps
-temporary additional barriers that spring up in front of your base
-the enemy team has a set time limit to destroy the core, otherwise they lose a base to your team

Things like this might help make WZ more competitive in matches where it’s clear it will be one-sided.

I still believe a one way shield set up where the pelicans drop you off on most maps would help.

What if you had a portal controller that one team could use to temporary open some portals, but if the core is exposed it’s attacked by Prometheans and opens two way portals into the home base that the defending team can use to teleport around the map while letting the enemy use them too.

Though it couldn’t be realistically fixed through an update, the need to destroy the core to end the game is what causes farming. Set a short time limit to recapture at least one enemy base or the pinned down team loses altogether. Or maybe a time limit to destroy the controlling team’s core or the pinned team loses altogether. Not ideal but would at least put mismatched teams out of their misery and prevent farming.

> 2533274924327459;4:
> Though it couldn’t be realistically fixed through an update, the need to destroy the core to end the game is what causes farming. Set a short time limit to recapture at least one enemy base or the pinned down team loses altogether. Or maybe a time limit to destroy the controlling team’s core or the pinned team loses altogether. Not ideal but would at least put mismatched teams out of their misery and prevent farming.

I can say that this won’t stop that at all. For teams that really want to farm, the general planisas that if we let them keep at least one armory, then they’ll have this idea that they could still actually win, and thus not mass-quit the game… But if we triple cap and hold them at their base, they’ll all quit.

And that worked almost every single time. People would stay in the game, they’d die just as much if not more, and the game went on. If there was a time limit for people who were triple capped, this would avert it entirely because the farming team would just hold them hostage at their armory instead of at the base.

Granted the 6-man thing means that those not on the team will likely go and capture the armory anyway, so it’d often end up just being a 12-man thing I guess (And what two teams of 12 do to each other is really their own business).

> 2533274850869596;5:
> > 2533274924327459;4:
> > Though it couldn’t be realistically fixed through an update, the need to destroy the core to end the game is what causes farming. Set a short time limit to recapture at least one enemy base or the pinned down team loses altogether. Or maybe a time limit to destroy the controlling team’s core or the pinned team loses altogether. Not ideal but would at least put mismatched teams out of their misery and prevent farming.
>
> I can say that this won’t stop that at all. For teams that really want to farm, the general planisas that if we let them keep at least one armory, then they’ll have this idea that they could still actually win, and thus not mass-quit the game… But if we triple cap and hold them at their base, they’ll all quit.
>
> And that worked almost every single time. People would stay in the game, they’d die just as much if not more, and the game went on. If there was a time limit for people who were triple capped, this would avert it entirely because the farming team would just hold them hostage at their armory instead of at the base.
>
> Granted the 6-man thing means that those not on the team will likely go and capture the armory anyway, so it’d often end up just being a 12-man thing I guess (And what two teams of 12 do to each other is really their own business).

What if warzone implemented a limit to the score difference between the two teams, a mercy rule? Farming is basically a distinctly superior team refusing to let the game end. If the score is too far apart, the game comes to an end (with ample warning). It would be hard to balance the score difference and do it in such a way that it’s efficient for farming.

I’ve also got an idea.

fight back.

> 2533274886490718;7:
> I’ve also got an idea.
>
> fight back.

Oh ok. Thanks for the tip!!

Then farmers will just farm the armoury or garage… there’s no easy way to fix that, but that might be cool as a seperate game mode

Warzone is so unbalanced now…When does that new update come out?