How would you fix PLR not giving a good reward for winning Stages?

Moonrat

nothing left
aa
Jul 30, 2014
932
585
This is something I have thought of for a while. I'm not going to start another map unless the 72 hour reaches me, or I drop Gulf for whatever reason.... (Which honestly I don't think I will for once!)

But, when I watched Crash's 53 hour mapping thing speed up 48x with his commentary, I had a thought. Is there a good way to give players a benefit for winning a PLR stage that would be meaningful for the team as a whole?

The video:
View: https://www.youtube.com/watch?v=cQNvZrDsyNw
(Yes I watched the whole thing for some reason)

What do you guys think?
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
generally that's why people stay away from multistage. pipeline rewards players with a small advantage in the form of a headstart (too small to be an advantage of any significance). This is not a bad way to go about it, the advantage is so little that it really doesn't matter but still gives the illusion that previous stages are important. The problem is if you're going to give any meaningful gameplay advantage, sub-secant stages will systematically be unbalanced and no one wants to play that.

What I personally would like to see is a narrative incentive that has no effect on gameplay. Perhaps a more spectacular ending for the team that has been performing well throughout. Make the players want to complete the objective because something freaking cool will happen.
 

MrHatlf

engineer main, majoring in exploiting
Feb 6, 2013
79
40
generally that's why people stay away from multistage. pipeline rewards players with a small advantage in the form of a headstart (too small to be an advantage of any significance). This is not a bad way to go about it, the advantage is so little that it really doesn't matter but still gives the illusion that previous stages are important. The problem is if you're going to give any meaningful gameplay advantage, sub-secant stages will systematically be unbalanced and no one wants to play that.

What I personally would like to see is a narrative incentive that has no effect on gameplay. Perhaps a more spectacular ending for the team that has been performing well throughout. Make the players want to complete the objective because something freaking cool will happen.
RED completely dominates Pipeline, then Merasmus pops out and blows up the cart making RED win.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
sub-secant
"subsequent"
xlZv8NE.png
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Where the hell is Fubar even from?
 

Jethro

MUSty Complainer
Nov 2, 2009
287
281
What about a system where instead of winning an advantage, you just... straight up win?

Say one team wins stage 1 and 2; they would just outright win, and the third stage would be skipped. The third stage would merely act as a tie-breaker in the situation where the scores are even.
 

nᵗʰSonata

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
"subsequent"
xlZv8NE.png

Nah, I'm pretty sure he means tan(x)sec(x).

More seriously, I feel like the solution Jethro proposed would be the best for multi-stage, or maybe something a la tc.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
It was a dumb idea to make a symmetrical gametype multi-stage in the first place and one of Valve's weirder brainfarts. Honestly, the only reason for any maps to be mutli-stage at all is to provide some variety, and at that point you might as well just toss any pretensions of linear progression and just say "this is a map with multiple sub-maps within it". Kind of like how that Mega Man map does it. There's no goal to win all three or four or however many stages there are in that map; you just cycle between different ones because it's more fun than just fighting over the same point over and over until the map changes.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Well, how about big single-stage PLR with capture points that give forward spawns/reduced spawn timings?
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
To me the significance part should definitely matter, but still be well countered. To me removing a rollback zone (or shortening it - either 1 short or split to 2 shorter ones) would for example matter quite a bit, but still allow the other team to counter as in the end the final push is what matters. The boost in this case can realy boost the moment of when that final push can happen. But a good team can counter it.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Well, how about big single-stage PLR with capture points that give forward spawns/reduced spawn timings?
The trouble with this is that, unlike 5CP, a forward spawn could potentially put you ahead of the enemy cart's position, forcing you to backtrack if you want to defend. With 5CP, the two goals are always one quarter of the map's size away from each other. That might be the reason Valve decided to try breaking Pipeline up into stages, come to think of it.

Now, if you had just the right layout, you might be able to design it so that once your cart gets to a checkpoint, a new route opens up that lets you access it quicker but not lose a quick route to your own endpoint. Or just have all those routes open to begin with because it's simpler that way and there's no reason not to.

Not a lot of people make PLR maps anymore in general, and the ones in recent memory have always been on the short side. It's not easy to create two long tracks that are perfect 180-degree rotations of each other but stay close enough together that it's never too long of a walk between the two carts.