This thread is about developing the EV objectives to make it so more player interaction with the objective is happening more often encouraging smoother map flow rather than travel for short time then large stops for 5 minutes at each barricade which is currently happening on maps like London Bridge. It is also to allow lower player numbers on servers to still be able to pick whichever class they want while having some input into preventing the EV from traveling.
TLDR: Essentially my idea is to implement more ways for players to disable the EV, while maintaining balance for attackers and removing the predictable, repetitive stages maps like London bridge go through.
The Issue
The EV objectives play a particularly large part of some maps like London Bridge and they are fairly boring to participate in for both sides (but especially Defence). The barricades provide a predictable environment in which every time you play the map you know the EV will stop at these set locations in which a defence will be formed. Removal of the barricades and addition of more damage/repairing of the EV anywhere along the path means a more dynamic/unique experience each time you play the map offsetting boredom quickly from repetition.
General Suggestions
- Implement Rocket Launcher for Soldier (Set amount of direct damage to the EV).
- Implement Anti-EV turrets for Engineers
- Implement the EMP Grenade for Recon (temporarily disable the EV for X Seconds).
- Remove the constructable barricades
- Alter the way EV becomes disabled
- Allow the EV to be repaired at all times (moving/static or disabled/near full HP).
We know there is a rocket launcher being developed for soldier, and the EMP grenade via the milestone video’s which should add 2 more options for damaging the EV. But to basically keep it so all classes have a role other than the medic (core backbone class) I feel the engineer should be able to construct some form of Anti E.V turret.
How an Anti EV Turret could work
- Given to the “T-Rat” character that already has an APT. When choosing to deploy he would be able to choose one or the other depending on the need at that time.
- Would be bigger model than APT to allow attackers to disable from distance easier via grenades, bullets, airstrikes, RL etc…
- Disables the EV via slow firing auto lock on rockets, damage could be altered in line with rate of fire depending on how this plays out in game.
- Only fires at the EV when it is actively moving - once disabled, stops firing.
- Does not target enemy infantry, but may cause indirect splash damage
Balancing …
All classes except the medic would have a direct input to damaging the EV in a lethal way for defenders; therefore it needs to be balanced out.
- Increase the health of the EV, but keep the “disabled” point about ¾’s of the health bar. Meaning at ¾’s of the EV’s health it is disabled (stops moving) but still has room to take more damage till at 0.
- Allow attackers to repair the EV at all times, right now when the EV is not disabled but still moving (at half health for example) we cannot repair it, this should be changed, so repairing can occur even while the EV is moving/taking damage.
- Potentially introduce a negative stacking effect for anti EV Turrets – the more deployed on defence the slower the ROF/or lower damage per rocket?
2 Variables to play with once implemented to ensure a good balance between attackers and defenders.
- Alter the speed of the EV in line with all the other features.
- Alter repair time of EV in line with all the other features.
So what are your thoughts / any further suggestions to add / critique?