Re: Anything in regards to "it can end faster if a team plays right".

That kind of goes for any frontline map. Or a lopsided Feast match. Or really any duty in FFXIV. Whether it's by teaching mechanism, mechanics that drive players to a healthier play style, or outright hard limits designed into the experience, we should kind of account for everything leading to a particular reality, and how that might be changed to an ideal outcome.

Quote Originally Posted by Mistress_Irika View Post
Secure is probably the only one that frequently goes to time. I honestly don't see a downfall with decreasing the points needed to finish the game.



I don't see that happening at all. Games can be quick if a team knows how to control bases and stay alive. Keep in mind that the closer a team is to acquiring a monolopy on the board the more points they can earn.
- Small nodes are worth 25 each.
- 4 bases are worth 8 per tick
- 5 bases are worth 16 per tick
- All bases are worth 32 per tick.

Note: I'm not suggesting that people change their strategies, because acquiring more bases is already high risk/high reward.
I think I was more talking about the nodes, less than the bases. I do think yeah if a team is really good at holding and covering bases, or two of the teams are making bad usage of map presence, then yeah the point multiplier from bases is conducive to a fast victory. On the other hand, the nodes have something to be considered. The big one at 10:00 is what... 200 points? I would hope the spawn at about 6:00 and most certainly 2:00 would be more conclusive. If my numbers are still apt, you get 20 points for a node... Feels like that could be brought up in value as a match gets past the 10:00 mark.