Delivery objectives should slow down the carrier


(tokamak) #1

Objectives were players need to move one object to somewhere else (like the EV) are way too short. They don’t really resemble an escort style scenario like they would in ETQW. It may take some time before the cargo is reached but once you have the objective there’s a very low chance you’ll drop it before you reach the delivery point (and I’m sure that’s going to show in Echo).

I propose that picking up a core should slow down the person carrying it. 60-80% or something. Just so that defenders can catch up with the thief and that the thief therefore must rely on his team-mates protecting him.

This way the whole thing becomes a much more interesting back and forth game than it is now.


(Rex) #2

I agree that this delivering objective isn’t right at the moment, but I think slowing down the carrier isn’t a good solution. It’s more because of the map design itself, missing spawn waves/spawntimer and that the objective can’t be returned.


(Ruben0s) #3

I’m pretty sure that slowing the player, which carries the objective, wouldn’t change a thing on a map like White Chapel. The part where the attacking team has to bring the fuel parts to the EV is pretty boring. You only have to block the small entrance for the defending team and voila you have won that part of the map. Only thing that can be difficult is getting in to the building as the attacking team, but once that has been done you will get all the fuel parts without a problem.

Like Rex says I think it’s more a problem of the map design and the defending team not being able to return to objective.


(.Chris.) #4

Yeah it’s hard to chase after someone when you’re only 1 or 2 players against almost 8 players who have the advantage of spawning as a group, on LB whenever I chase someone outside, if I manage to somehow kill the carrier one of the other 7 players just grab it instead.


(tokamak) #5

I’m more talking about London Bridge but I think that even White Chapel will improve considerably. Right now it’s worth to go in one by one just to have several goes, the added value of going in as a group is meagre. If the carrier is slowed down however, going in as a group will be vitally important.


(stealth6) #6

If there is some kind of way (strafe jumping) to counter the slow movement, then I don’t mind otherwise I’m not going to pick up a suicide belt.


(Ruben0s) #7

Slowing down the person who carries the objective may force the attacking team to work as a team, but I personally love to “ninja” the objective. That would be hard if my movement speed would be dramatically reduced.


(Maca) #8

I don’t think slowing the carrier is a good thing. It makes the objective unnecessarily slow, without actually giving anything in return because:

I think the carry missions in this game are inherently quite pointless. 1. They are mostly very short, 2. the defenders always spawn at either the beginning, where the objectives are, or the end, where they are being delivered.
The short delivery route makes it so that there is no value in the objective, it is nothing more than a lemming run. And if the route is longer, it doesn’t even matter, because the conflict is either at the end or the start of the route, there is nothing in between.
I would really wish to see carry missions which are longer, and where the defenders spawn have much better access to the middle of the delivery route. But, this is probably just wish talk, partly because the current spawn system doesn’t work if you want to have gameplay elements that focus on breaking through the defense, and not just continuous monotonous corrosion.

But honestly, why have these things that don’t clearly say DELIVERY, what it’s supposed to feel like. There is no point in the current carry/delivery missions.


(spookify) #9

Team Based Play would kill this. I think its going to be hard enough to get through certain areas. Can you imagine being slowed down while carrying gold on Gold Rush or Slow with the docs on Frostbite… I could see changing the spot of the EV so If the obj is taken and all defenders are dead they can rush and set up a defense around the RV… In the two examples I used Gold Rush and Frostbite a last effort defense could be set up.


(iwound) #10

worse idea ive heard for a while. the issue with the data core section needs to be fixed another way. which has been pointed out in many other threads.
carry objectives can be extremely fun and exciting if done right. they’re just not being done right. anyone who has played et and qw will know of many examples.

You need the defence to be able to cut off the the carriers escape route. unfortunately all the defence spawns sit behind the carriable object so when its gone its gone. pretty pointless. on LB there’s a small chance of cutting the thief off but its a very very slim window of opportunity if the thief goes out the rear exit.


(acQu) #11

Would this be fun to play ? Would this be fun as objective carrier ? For me personally not at all. I want to be a superhero in video games, not constantly feel that someone is looking over my shoulder to tell me this is not allowed. Freedom, not cornering!

Imo this is only fixable within map design. And speaking of it: i would be in favour of a more non-linear objective design aka distributed objective play, e.g. two data cores, one is on place A, and the other on place B, with both places at least 100 meters distance :slight_smile:


(tokamak) #12

[QUOTE=iwound;429450]worse idea ive heard for a while. the issue with the data core section needs to be fixed another way. which has been pointed out in many other threads.
carry objectives can be extremely fun and exciting if done right. they’re just not being done right. anyone who has played et and qw will know of many examples.

You need the defence to be able to cut off the the carriers escape route. unfortunately all the defence spawns sit behind the carriable object so when its gone its gone. pretty pointless. on LB there’s a small chance of cutting the thief off but its a very very slim window of opportunity if the thief goes out the rear exit.[/QUOTE]

This is astonishing, you first use the reptutation system to tell me that you disagree, then you’re merely posting this vacuous crap in which you merely state that you again, disagree, you don’t name a single alternative after which you proceed to name exactly all the problems with delivery objectives that a slower carrier would solve.

Honestly man, this deserves the most unconstructive post of the year award. I don’t think I’ve ever seen such a shocking lack in interest for a fruitful discussion. Unbelievable.

It’s a lot harder to chase after someone in London Bridge than chasing after someone in Goldrush even if the mechanics would be the same. The mechanics are not the same and in DB it’s a lot harder to chase someone down period.


(Smooth) #13

We already have plans for the carryable objectives, you might see the beginnings of this in the next update :slight_smile:


(BomBaKlaK) #14

I heard about lot of change in the next update, can we have some more precisions ?


(iwound) #15

then you can’t read. the iwound giveth and the iwound taketh away.

Are you sure you want to add tokamak to your ignore list? Yes.


(amazinglarry) #16

I will flip tables if carrying objectives slows the carrier down. How about not having the delivery point 20 feet away from the pickup location for starters?


(stealth6) #17

The EV should shoot a rocket as soon as it has sight of the “bank” (just past the bridge). Then you can choose to keep escorting the EV closer or run in and bring out the datacores or both at the same time at the cost of splitting your team. Would also give defense more time to get to the datacores since their spawn is closer than the bridge.


(acQu) #18

… with both places at least 100 meters distance …

Nvm, that would span the whole map :smiley:

cogh

… i thought that one funny :slight_smile:


(BomBaKlaK) #19

yep same way over here


(Kl3ppy) #20

On white chapel a second way to the obj should be considered. Right now the ev blocks the road and once the delivery is out of the chapel as defender you have almost no chance to kill the guy with the delivery. And maybe adding the mechanic of transmission should be added to every delivery so the defence gets an additional chance to get the obj back. Maybe add also the thing when a defender runs over the delivery it gets back to the point where it is stored. Right now as defender you have to wait to get the delivery back. Etqw was pretty good with this, just have a look at the transmit objectives.