I had an idea for integrating the dynamism of the traditional doc run obj type into all current obj types, which also involves some refinements on a few ideas I had mentioned in the past. This would involve a pickup and delivery system for each obj type, and perhaps allow for some more depth to develop within the merc proficiencies. I also think that this style of objective can help deter from all these linear map layouts and add to a greater sense of non-repetitive progression. I just see it meshing really well with a hopeful future of more successfully implemented side objectives/forward spawns and modular layouts. I also see a means of adding some of the ‘obj class’ strategy into the agnostic obj system. Here’s the jist of it…
Objective ‘items’ (these are not arming tools) spawn in some mid point quadrant of the map with parallel separation from the delivery point. For example, one or more c4 charges can be retrieved from point A and then one is planted on the wall at point B. The EV could require consistent fuel deliveries, etc, etc. These objective items would be restricted to the carrier however (in most cases) and involve various penalties and advantage based on proficiencies; and of course need to be re-obtained post gib. I originally was thinking that only having a single objective item available would be good, but then the potential for trolling or ignorant carriers would be an obvious issue. Using more clever proficiency benefits and penalties to instigate suitable roles among mercs during the pickup/delivery process would be a fairly effective means of bringing a strategical team element to the entire process and still give anyone the opportunity to be the ‘obj player’ regardless of their merc choice- albiet each coming with a set of pros/cons and the engineer still being the most preferable pick for the fully focused obj players.
For the sake of further example here’s a few things I can think of;
[I]
-Engineers have the fastest delivery/arming rates without any penalties.
-Assaults are able to inventory and then deliver/arm up to two items on the objective in succession, however they have a speed penalty when carrying and medium delivery/arm rates.
-Recons gain a mobility bonus as the carrier, however they lose the objective item when incapacitated and have slow deliver/arm rates.
-FOPS can shoot while delivering/arming, however they are restricted to a side arm when carrying and have medium delivery/arm rates.
-Medics can pass their item to other players and within a few seconds post death any item in their possession will drop and is able to be picked up, however medics are interrupted by incoming damage during the delivery action and have slow deliver/arm rates.[/I]