Desctructible main objective


(DoubleDigit) #1

I don’t know if this game will have a main destroyable objective, that if destroyed will win the game for the attacking team. But, if it will, do not make the same irritating mistake you guys did with it in quake wars.

In quake wars, you plant a charge and after about 40 seconds, it blows along with the objective. But, if the time remaining for that map was less than 40 seconds, the attackers would have lost anyway because the charge would not blow. Well, that’s a total waste of 40 seconds if you ask me.

This is my solution: make the timer stop to 0 if a charge is in place and only end the game if ALL the charges have been disarmed or ONE blows. People can still plant additional charges during this time. Except for stopwatch mode of course :slight_smile:


(Exedore) #2

The situation you’ve described won’t be happening in Brink… sorry, but I can’t get any more specific than that as of yet!
:oppressor:


(Ragoo) #3

Why not stopwatch? If first round Team A begings attacking and plants a charge 20 seconds before the end, there will be 20 seconds overtime if it’s not disarmed. This would mean Team B would have to beat the normal time+20 seconds (20 minutes and 20 seconds it would be in ET:QW).
Of course if Team B is defending first round and full holds they will have to beat the normal time on attack and then you’d have to decide if they could get to overtime, too or would only have the normal to blow up the main obj.

But I think it could be done in stopwatch, too :slight_smile:


(tokamak) #4

[QUOTE=Exedore;201334]The situation you’ve described won’t be happening in Brink… sorry, but I can’t get any more specific than that as of yet!
:oppressor:[/QUOTE]

No more ticking bombs? :frowning:


(Exedore) #5

Sorry, it’s hard to be clear without being specific! I was referring to the wasted 40 seconds.


(tokamak) #6

Prying even further, you mean his concern (which has been raised many times on the QW forums as well) has been fixed or will be an irrelevant point because it doesn’t apply in the gameplay at all?


(badman) #7

It’s the former.


(DarkangelUK) #8

Didn’t Rich or someone else mention that if a bomb has been planted within the 40secs for example, a time extension will be added to give the bomb a chance to blow, or the enemy time to defuse? I’m sure i read/saw/discussed that somewhere…


(tokamak) #9

Okay that’s good enough for me. :smiley:


(SockDog) #10

Might not play as well but isn’t the logical action just to end the map 40 secs early if no plant is made. Rather than extending the playtime? Perhaps indefinitely.


(tokamak) #11

Extending is far more satisfying for both sides.


(Rahdo) #12

Did I say that? :slight_smile: I deny all knowledge!


(SockDog) #13

I don’t think it actually matters. Conveying “The End” of the round clearly to the players is the most important factor. For example, if there was no plant with 50 seconds left on the clock and the game started counting down from 10; the tension would still be there to get the plant. If the plant was successful there would still be 40 seconds to defuse/defend.

Anyway, I expect I’m in the minority with that opinion. :slight_smile:


(BioSnark) #14

In my experience of TF2 it’s not at all satisfying. TF2 has a lot of wonky rule bending which make little or no gameplay sense. For a competitive (player vs player) game, the rules must make perfect sense. Victory/defeat conditions must be obvious and remain definite. That means if a time limit is a victory/defeat condition it can not change. Simplicity isn’t a bad thing.


(Senyin) #15

[QUOTE=SockDog;201384]I don’t think it actually matters. Conveying “The End” of the round clearly to the players is the most important factor. For example, if there was no plant with 50 seconds left on the clock and the game started counting down from 10; the tension would still be there to get the plant. If the plant was successful there would still be 40 seconds to defuse/defend.

Anyway, I expect I’m in the minority with that opinion. :)[/QUOTE]

I will join that minority :slight_smile:
It’s exactly the same , only now its “Last chance to plant!” at 50 seconds left.
If you do, you’ll get the 40 seconds extra.
If you don’t, the match will end 40 seconds premature.
Makes sense to me.

But on the other hand, I really agree with BioSnark too:
“Victory/defeat conditions must be obvious and remain definite”.

So I am sitting on the fence a bit about this, but obviously the devs already
made up their minds and its gonna be fine by me, whatever they deceided.


(DoubleDigit) #16

I still think the time should be stuck until all bombs have been disarmed or one blows. Just like in counterstrike. But, the man said this situation will not be in Brink, and nobody will make another patch for ETQW so we are just wasting words here.


(Shiv) #17

he basically said destruction objectives will allow for overtime.
so yes, it should be like cs


(DoubleDigit) #18

There is a difference between allowing the bombs to blow and announcing overtime 10 seconds… the latter I don’t agree with.


(tokamak) #19

OVERTIME-OH-OVER-OVER TIME TIME OVER-TIME OH-OVER-OH-OH OVER TIME!

This is not really the case with having such sudden death mode in Brink. The game ends when the last bomb stops ticking, this either through a disarm or through ignition.


(Shiv) #20

this!
that
The one i quoted.
just like cs