Just curious, what does everyone think about these two game mechanisms? Do they work? Does this work for more exciting gameplay?
For sake of definition, I’ll go with the following:
Chained Objective: A necessary sub-objective that HAVE to be accomplished prior to the final objective (e.g., blow tunnel grate, blow main gate, blow crypt, etc)
RTCW has a few of these, Village, Beach (possible to boost over wall), but for the most part, team can get to final objectives without ever having to meeting a pre-requisite, like blowing the Crypt on Village. ET has the tunnel grate, at a minimum, and the main gate - if the allied team can’t get a covert ops-engy combo working.
Gating Event: An event/objective that irrevocably changes the map (i.e., moves game to a new phase) once accomplished.
AFAIK, RTCW doesn’t have any of these in the standard maps. Tram may be the sole example. In Fuel Dump, once the tunnel door is blown, the middle spawn becomes an uncontestable Allied spawn point. There is no going back, which makes defending the bridge crossing pretty important.
RTCW typically uses contestable spawn flags (I think just about all the standard maps have them except Base) which people fight over all the time. This is not to say that ET does not have contestable spawn flags, but for the sake of argument, if Fuel Dump did have one, it would (IMO) make the game bog down as everyone ate up time trekking back and forth across the map. In the case of Fuel Dump, the loss of the forward spawn creates for a nice fight at the bridge, then moves the action nicely back to the fuel dump
Just rambling now


) , one team has to defend the main objective (an ammo-depot) : but there’s also a secondary, even harder, objective : Stealing the enemy documents, which you have to extract, through the enemy lines, to their transmission-radio.