I see a lot of threads about people complaining about quitters as well as people who just openly admit that they lost and then quit anyways, leaving the winning team to fight AIs.... and rightfully so. This is obviously very annoying, but why don't we think a bit about how this can be rectified?
I have some ideas that maybe could help fix the flow of the game. As you all know, for the most part, once the winning team has reached a crucial point in Domination, Conquest, and Fortress modes (usually in mid-game), it starts to become painfully obvious who is going to win and who is going to lose. The losing team will sometimes quit, often complaining, or every once and awhile you get the "honorable quitter" who says gg, and leaves you to fight the AI.
SO why not shake up the flow of the game a bit? Here are some ideas, and please don't hesitate to post your opinions.
1. Domination mode should be reversed. Flags should debuff you, decrease mana flow, decrease health regen, lower damage, increase cooldowns, or whatever. This would make the game much more strategic and competive, always giving the team without flags the advantage at the consequence of obviously losing the game. The matches would be brutal and always tight, since the winning team would be suffering all of these side effects... matches would sway back and forth, and a wins would be immensely satisfying. Teamwork would also be promoted as teams with the flags would have to be careful.
2. A Clutch factor. I would think this would be great for Conquest. Considering the citadel is the beacon and the object in the game you must protect most (aside form yourself of course heh heh), wouldn't the team on the defensive be fighting and scrapping as hard as they could to attain their grand citadel? So why not have a clutch factor that slowly fills up as your citadel takes damage (or some other means) and can be unleashed giving the defending team an advantage (Increased damage, Health, Faster attack, More exp gain, more reinforcements, or whatever) to push back the attackers and gain a foothold. To balance the clutch factor, it can only be used ONCE, and only lasts for a limited time... but enough time to give the defenders a chance to turn the tide of battle around and maybe win. It would basically be the equivalanet of a nuclear bomb, a last resort only used in the direst of situations. But if it still doesn't net you the win, well you lose.
I think that in implementing these ideas we would atleast make winning a more satisfying experience while also giving the losing team a chance to fight back.... granted, this obviously would not prevent quitting altogether, but it would atleast make the end game more interesting... and I guarantee that there would be a lot less quitting since the losing team still has a chance, and if used correctly could hopefully (for them) turn the tide of battle around. Teamwork is essential no matter what though.
These I have in mind so far to what *I* think would greatly improve the flow and competiveness of the game. If you've some great ideas as to how we can improve the flow of the game feel free to post. Hope you guys like it, maybe someday it could be modded into the game.
For now, what are your thoughts and opinions?