- Sep 24, 2012
- 62
- 15
I'm finally back, messing with another game mode, this time ctf and boy have I mucked around with it.
Pond Scum
An abandoned swamp outpost is an excellent place for an ammunition rendezvous - nemeses who keep stealing each others mail
I know, I know, another newbie with big ideas. If you want to know my reasoning here's what I've changed and why. Please tell me what you think!
Attackers
Defence
All of this will probably be tweaked when tested.
Let me know what you think, I hope its kind
Pond Scum
An abandoned swamp outpost is an excellent place for an ammunition rendezvous - nemeses who keep stealing each others mail
I know, I know, another newbie with big ideas. If you want to know my reasoning here's what I've changed and why. Please tell me what you think!
Attackers
- Speed penalty on carrier
Unless there's a sentry sitting on top of it, it's very hard to stop an enemy from running past you and grabbing the flag - Carrier is Stun state
This changes the solo attitude to one of an escort mission. Combined with how easy it is to die like this a successful capture requires teamwork - Speed increased by 20% for every capture
Most other gamemodes have a positive feedback loop to stop stalemates. Can't seem to get this to work at the moment
Defence
- Flag return time starts 40sec reduces by 2sec every time it's dropped
A minute is far too long. killing the carrier is rewarded this way and also keeps the difficulty of defending stable when further away from the spawn - 10sec of healing when their flag is returned
Rewards a good defence which then turns into an offence. - +10 to healing for every drop before return
Little bit shakey, If the intel has been dropped 15 times that's 15 failed defences but also 15 failed offences. Testing will tell
- Easier to get in hard to get out
The idea to make a capture to be made by multiple people, sure it's a death funnel but there's more of a sense of progression as the flag inches further with every sacrifice. The spawn has 3 easy ways in but 2 easy ways out - 3,2,1
All areas have 2 1/2 entrances but differing number of areas- Arena - neutral area like a 5CP Mid
- Battlements - 3 areas with defenders advantage, whether skirting the arena or actually further on
- Attackers forward base - So a push isn't immediately neutralized
- Flag - players must pass their own flag before moving to capture, defence (if needs be) => attack
- Spawn - advantage to defenders to stop spawn camping
All of this will probably be tweaked when tested.
Let me know what you think, I hope its kind
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