Cvar it!
(post too short)
Desctructible main objective
That would be incredibly confusing. Half the server would give up after the last 30 seconds kicked in.
[QUOTE=Shiv;201451]this!
that
The one i quoted.
just like cs[/QUOTE]
Isn’t CS a one bomb per round affair? 5mins per round, 1 bomb which can be dropped if the carrier is killed and has to be found, plant that bomb and that’s the round coming to an end… it blows then the round is won, it’s defused then the round is lost, rinse and repeat.
I think there’s 2 options.
The half CS style where if a bomb is planted within the last 30secs, then that’s the sudden death bomb with a defuse or explosion ending the round, so that could potentially lengthen the round by a few secs, or shorten it if the defuse is within in the last 30 secs.
A bomb planted then adds a 30sec extension (or how ever long the counter is), so you could plant a bomb with 1 sec to go, then 30secs is added too allow it time to explode. If that bomb is defused after 10secs, then that still leaves 20secs for you get another plant which would be too confusing. Also add to that multiple plants, can more than 1 dyno be planted on the last objective ET:QW style leaving the enemy to guess which bomb is going to explode 1st?
Well possibly more the tech side of things rather than the comprehension side of things, I could possibly suggest the game then discards the timer and keeps the round active until the last bomb is defused or blown rather than adding time extensions each time a plant is made.
It wasn’t that bad, maybe more frustrating than anything. In some games it could take the entire map to break to enemies defence, just to plant 1sec too short for the timer and all was for nothing.
[QUOTE=DarkangelUK;201483]It wasn’t that bad, maybe more frustrating than anything. In some games it could take the entire map to break to enemies defence, just to plant 1sec too short for the timer and all was for nothing.[/QUOTE]It’s just the way it is. You have to keep in mind that you are playing against human enemies. In a SP game it might make sense to say the game should have granted you that chance. In multiplayer (in my opinion especially in competitive mp) it’s different.
“One second more and we would have won it!” vs “One second more and we would have lost it!”
Those games are usually the most intense and a gg for the two teams. Everyone experiences both and that sort of evens it out.
I have to say it was always a nail biting moment when you planted right on the 40 second mark and didn’t really know if you made it or not. 
Well id rather the 1 second was the actual last second rather than 29/31 seconds before the end and the rest is just a cool down period.
And what’s bad about that? I played W:ET a lot, thousands of hours maybe, but I was never ever sad that maps had garbage time.
Anyway the OP’s idea is not that new either, various W:ET mods supported a system which fits his description. Matches with open dyno’s would end with “sudden death” and last until the dynamite either gets defused or blows up.
As for applying a system like that in stopwatch, the solution is easy. Just don’t count the time between planting a bomb and it blowing. So if Team A plants a bomb 8:30 into the game which ends up blowing up at 9:00, the opponent should get eight and a half minute to plant their own bomb, or they lose.
Duh, the fuse was way shorter on W:ET.
And there’s not much of a problem with Stopwatch either.
I always thought the under 40 second plant moral victory made both teams happy. Not a big deal though.
So should the match go into overtime on hack objectives (or whatever Brink’s equivalent might be) if a hack is in progress when the timer runs out? What about MCP escorts? Destroy objectives shouldn’t be treated specially - if the attackers fail to complete an objective before the time runs out then they lose. Whether that objective needs 40 seconds or 30 seconds makes no difference.
The timers on hack and escort objectives aren’t fixed like they are for explosive objectives. So the the ending feels far less worthless than when failing to plant an explosive within right window of time.
In QW you need to DESTROY the objective before the time runs out. That is the objective, isn’t it!?
Yeah and sadly the time runs out 30 seconds before the game ends. That needs to change.
For sake of 30/40 seconds I don’t care personally, gives me time to grab a drink or have quick piss (bathroom is next room to me) before next map starts or whatever.
BUT if the game is designed so that the timer goes over if the bomb gets planted before time then its planting before the time-limit… not the full shebang.
if they know this now… and set it up as such then they can balance the maps and gameplay for it.
so the whole “but its meant to be destroyed before the timer” thing is acould… not a should.
qw was designed so that the bomb had to be planted 40 seconds before the map ended.
it was a design decision early on i am assuming… so they could spend time getting it right on the maps, which they did… so many games with bombs planted dead on time. Brink can do the same but without the wasted time.