Escort Maps - EV Speed upgrade


(Hundopercent) #1

I was thinking maybe their should be a side objective for engineers to complete that doubles the EVs movement speed while it’s active (built.)

I think a lot of us can agree that forcing a 12-15 minute completion time on maps because of variable you have no control over is pretty dull.

Add a side objective to LB and WC that when built the EV moves twice as fast and defense has the option to go in and blow it up. I think this would work really well in LB where the barricades can stop a fast moving EV giving defense time to blow up the constructed speed upgrade. The best spot for this to be implemented would be somewhere between Barricade 1 and 2 as that is where you spend about 50% of the map time and I think it’s the longest stretch the EV has to move.

It would also remove a lot of the focus on controlling the barricade and arti spamming (can’t really arti a fast EV.)


(INF3RN0) #2

This or just have them increase the default speed by around 1.5x for starters.


(Kl3ppy) #3

Î voted for yes since this is missing in the poll :wink:


(tokamak) #4

No but I’d like to see defending engineers being able to slow it down/stall or damage it with their pliers.


(j4b) #5

i would prefer a faster EV speed on general


(BMXer) #6

I agree it needs to speed up a bit for sure… This is probably a dumb idea, but what if it’s speed was dependent on how many defenders where in range? Right now it doesn’t matter if all 6 defenders are huddled around it or just 1. Maybe the speed could increase by .25 or something per defender that is helping move it? Just an idea…


(acQu) #7

I wonder how this can be compiled into ‘virtual world logic’ aka how would you connect ‘something built’ to faster EV speed?

In general i also think the EV is too slow. But if you would increase the speed, other factors such as maplength come into play.

Having more options to influence the happening is why i also gave this a yes. But i think the mechanic on how it is done needs to be properly done. It must not be inconsistent with virtual game logic.


(iwound) #8

Speed depending on health but repairable at any time maybe.
interesting though. might be nice to hear the engine rev up and kick out some smoke.
Probably need a lot of changes though.


(INF3RN0) #9

I like the idea of the EV moving faster at full HP and slowing down the less HP it has. This might warrant being able to repair it at any time, but tweaking the repair rate and such accordingly.


(tokamak) #10

I like that. Then you can also make the upper half of it’s integrity harder to repair and the lower half of the integrity quicker to repair. That way it will be easy to get the EV going but difficult to bring it to a faster speed.

It would also then make more sense to damage it as much as you can from the defender side. A bit of damage will always be better than nothing under that system whilst right now a bit of damage doesn’t matter at all.


(INF3RN0) #11

A team that is dominating in area control will also benefit greatly from this as well, allowing better teams to achieve much faster times.


(rookie1) #12

This ^^ and just a bit faster in normal state …I was in WC yesterday and first time I found it a bit too slow going to church

This also ^^


(BMXer) #13

I like the idea of being able to determine the speed by how your team plays it… one way or another. If you devote more of your team to the area directly around the EV, you are more vulnerable as a team but you are moving the EV faster. If you only have one guy pushing the EV and the rest of your team is spawn raping, it slows the EV down and give the attackers a more time and a better chance at getting out of their spawn. Make a lot of sense to me personally.


(ImageOmega) #14

I like this idea.


(Maca) #15

I would take any idea suggested here except the “more players next to EV so it moves faster”, if only for the reason that general populace can’t say DB is copying TF2 :stuck_out_tongue:


(Hundopercent) #16

More defenders makes it move faster (to a max of 2 - 3 people) sounds good. I’m not sold on the max hp low hp thing (attackers could just push for a spawn camp and lock the defenders in while it shoots past the defensive chokes.)

If everyone is on board with a solid speed boost all round I’m up for that too, the thing is too damn slow atm.

For the idea I had the virtual connection could be something as simple as a it’s a power beacon that increases the power of the EV making it move faster.


(INF3RN0) #17

Personally I don’t like the idea of having to force more people to stick to the EV itself just to make it move faster. That ends up really limiting the potential strategy and overall flow. The HP of the EV interested me because it gives more meaning towards outputting damage on it rather than just trying to kill everyone around it, as well as for the offensive engineer/s to have a more important role. The HP itself would influence the max speed of the EV, say 1.5x faster at full HP and then lessening from that point to perhaps what the current speed is before it get’s disabled completely. Spawn camping is a perfectly reasonable method of making sure the EV doesn’t get disabled already (you still need one to escort), so I imagine the more successful offense was at pushing and avoiding damage on the EV the more rewarded they would be. I still see an overall speed increase doing plenty of good and being the most realistic and straightforward choice for now overall.


(scre4m.) #18

compared to the panzer/ the truck on goldrush, the EV is really slow.
With the current speed it is really a painful boring job to escort the EV sometimes and the times set up at london bridge are too high.

Forcing more people to stick with the EV is an idea I also had, as this worked quite well in TF2 payload maps, but I don’t think this is any good for DB. if the team is forced to stay nearby the EV you give the other team the chance to built up a massive defense and setting a time will be even harder maybe.

A general speed boost would be fine. ( Maybe not as fast as the truck on goldrush, but way faster than it is now)

What I think could be a nice idea is implementing alternative routes to avoid linear gameplay. See driving the MCP down an alternative route on valley was always a big surprise and worked more often than one could guess.


(zeroooo) #19

a faster ev would be very nice yes :slight_smile:

maybe make ev 0,5 x faster than its now is…

i got an idea which is a bit like strychzilla said, it would be additional to the general speed boost…

we could build in a speed boost for 5 - 10 seconds if you drive the ev over a destroyed barricade… so the engi of the attackers would be able to build up a speed boost thing for the ev if he drives through a barricade… if the shield is up we could have a green speed arrow icon around the ev or the generator @ the barricade…

shield will get destroyed if barricade gets built up / again.


(scre4m.) #20

Timing an airstrike or an artillery will get really hard if EV speed is changing.

Instead of a speed boost we might think about a self-heal of the EV when passing a barricade. Maybe it could heal 25 % as a reward for passing a barricade.