Cooldown buff/debuffing


(Matuno) #1

There was a thing in Wolfenstein: Enemy Territory that wasn’t often thought about, but made a huge difference. Resource meters.

Using abilities would cost resources, much like the cooldown system we have now. Most maps had a second objective to fight over, the Command Post. Engineers could construct it to speed up the recovery of the resource meter, enemy covert ops/engineers could blow it up to allow an another engineer to claim it.

DB seems very lacking in tiebrakers, perhaps reintroducing such a buff/debuff could help level out current maps (Bridge), and be a little more enticing to play?

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(Jostabeere) #2

It would hardly fit the arcadey playstyle of the game. I don’t want to suddenly not have a nade/airstrike/turret/healing station and be even more helpless because my enemies took over something while they are stomping already.
It might be a game mode on it’s own, if polished more, and made differently, but not in normal play.


(Nesodos) #3

wasnt something like that in brink too?
it was horrible


(Matuno) #4

[quote=“Jostabeere;154794”]It would hardly fit the arcadey playstyle of the game. I don’t want to suddenly not have a nade/airstrike/turret/healing station and be even more helpless because my enemies took over something while they are stomping already.
It might be a game mode on it’s own, if polished more, and made differently, but not in normal play. [/quote]

Who said you couldn’t do x or y? It’s a fairly minor buff/debuff to fight over, to the tune of about 15% if I remember correctly. It made the subtle difference of just that extra medpack in a firefight, or just a slight quicker airstrike.

[quote=“Nesodos;154833”]wasnt something like that in brink too?
it was horrible[/quote]

Oh shit, yeah, that really was horrible. Took far too long and there were too many of them. Not sure if they did anything for cooldowns though.