[QUOTE=Kendle;436351]CTF is certainly a worthy game mode to have, but I’d be concerned about how suitable it would be with the current movement speed.
CTF works in Tribes (and many Quake engined games) due to the speed at which the flag can be carried (i.e. very fast). If getting from A to B doesn’t involve more skill than simply pressing forward and occasionally moving the mouse from side to side I’m not sure it’d be that thrilling tbh.[/QUOTE]
Yes i agree here, CTF in quake and tribes games are very exciting with the speed you can gather, and that’s half the skill is taking the flag at speed and then taking the quickest/safest route… also in tribes didn’t you have the ability to throw the flag to nearby teammates as well, adding another dynamic.
I can’t really see Dirtybomb having an effective CTF mode like tribes/quake series, and the COD series CTF i find too boring personally. In DB the movement speed is too slow with no strafe jumping to make that aspect exciting, and it will also rely on splitting the team with half camping a flag defending (which i find pretty boring - this occurs in COD games a lot) and the other half of the team will be attackers constantly at a disadvantage due to the use of enemy defenders being able to set up with mines/turrets and take advantageous positions.
I just think if CTF is going to be implemented in DB, it needs to be seen in a different light to the ways you typically play it. I am thinking towards an objective CTF which would kinda work along these lines:
[ul]
[li]Have a symmetrical map design
[/li][li]The map would contain a kind of maze design whereby teams encounter mini objectives such as hacking/constructing/C4 a doorway that opens up an advantageous route to the enemy flag. (obviously have a couple).
[/li][li]Both teams could go out of their way to hack/destroy a doorway for an enemy route to close down the advantage for the enemy (risk/reward aspect for entering enemy territory).
[/li][li]Both teams could undertake the same route of destroying objectives which would lead to a head on choke point. Therefore requiring the decision to continuously fight or try open up a new route.
[/li][li]The mini-objectives wouldn’t take that long to carry out as it would be pretty hard for the other team to flank to prevent it - the emphasis would be on strategic decisions of whether to open a route without meeting the enemy or go for a head on fight.
[/li][li]It mean’s less people are camping, and carrying out more objectives as effectively everyone is attacking - introducing different objectives will keep an even spread of classes in use.
[/li][/ul]
I haven’t properly thought it out, and i wouldn’t be surprised if there was already a game that has implemented a CTF mode like this (can’t remember playing any but i could be explaining something i’ve experienced without remembering). It would require a lot of map design and testing, personally i like the current SW system but if you are definitely implementing a CTF mode a kind of unique perspective would be required i feel.
Edit; i really should read most of the post’s in a thread before replying: but yes im thinking along these lines [QUOTE=INF3RN0;435499]I think the adaptation of CTF to a base race type of objective mode would be cool. This would be where both teams are essentially playing offense and defense simultaneously. The objectives could range from 2-3 for each side on a mirrored map perhaps idk. Then it’s whomever completes the most objs in 20mins or actually completes them all first. I doubt this would be a prioritized mode though, but something that could be tested in the future.[/QUOTE]