That was the idea. We wanted something more like the dynamics of charge planting, but a different flavour.
Brink is This Month's PC Zone UK Cover
Command Posts don’t effect pip regeneration, there are… other things for that. 
A captured Command Post either gives your team either an extra health or power pip, along with some other benefits we’ll probably be speaking more about soon.
Agreed, but keeping a hack ‘alive’ like in ETQW will be terribly easy it sounds like.
I’m not too worried about that. I’m sure they’ll find away around the ‘objective tapping’.
Yeah rather than players going to the objective and attacking they will be in hiding spots with their team defending them and the defending team attacking the attacking team who are now defending instead. (was old way really that bad…)
[QUOTE=chr1s;208334]Yeah rather than players going to the objective and attacking they will be in hiding spots with their team defending them and the defending team attacking the attacking team who are now defending instead. (was old way really that bad…)[/QUOTE]But that is just speculation. You dont know the range of the wireless hacking, how the maps look like and if they provide any good hiding spots and how effective it can be countered by the defenders. I can imagine that there will be some common hiding spots and at the same time a way to get some tricky riflenades into them.
All I’m saying is that it seems to bring some variety into objectives and makes it more dynamic. In ETQW the hacking objective was not bad but from a gameplay perspective it was not much different from a ‘plant an explosive on the target’ objective. Now it sounds like it may play more like the drone objective on Volcano (with more flexibility for the attackers) or doc runs (hunting down the carrier).
I’m all for more variety in objectives as long as it is fun to play. 
Just another tidbit, PCZone had their end of year awards (it was written in December), Brink got most anticipated for 2010 and Splash Damage got runner up for Developer of the year. Congrats 
Mr badman, looks like your PR and most of your stuff is getting traction!
i’ll admit here that we didn’t actually have the AI in place in that demo for bots to ‘intuit’ when someone is in disguise, so it was a bit overpowered against AI’s in the demo. But that’s what happens when you do hands on demos so early :o
It’s not just health. Different command posts can give different benefits to the team, so it’s really in your team’s best interesting to control all the command posts on a map, not only to get the benefits for yourselves, but to keep the enemy from having them…
In a normal match, team damage is turned off, since it’s too grief-tastic. there is a server setting to turn it on though, at which point there’s XP loss for the player who shoots his team mates…
[QUOTE=Rahdo;208443]
It’s not just health. Different command posts can give different benefits to the team, so it’s really in your team’s best interesting to control all the command posts on a map, not only to get the benefits for yourselves, but to keep the enemy from having them…[/QUOTE]
Very fking cool. Going by Exedore’s comment, I thought of the possibility of being able to select the type of command post the team needed. What you’ve said is even better.
Quick question - can these command posts be captured by any player, or does one need to be a specific class?
anyone can take or retake a command post, but certain classes can do ‘extra stuff’ with them 
Rig them so they explode in the enemy’s face next time they want to switch class?
Bit disappointed about the friendly fire off default. Not having to care about your team-mates any more encourages spamming more, just like in TF2 it takes a lot of nuance out of the game.
At least its a server option… simply off by default
I guess it will be like quakewars without ff… horrific grenade spam 
I will be on a server with ff 
Here’s me hoping everyone will turn that on, games without FF are about who can spam most of his explosive weapons before dying.