Item Capture/delivery objectives


(sabre909) #1

Just wondering if they decided to make this a bit more realistic this time, hated how in quakewars you get the data disc all the way in and all the enemy had to do was touch it and it returned miles away. Now if an enemy picks it up id rather see them able to run with it but if they in turn die the item stays where its droppped and not at its spawn point.

:stroggtapir: Tapir ftw


(Mustkunstn1k) #2

In the objectives video they said that the item returns. You are kind of late. And in the end this is a video game and this is how CTF games usually work. There is probably a good design reason backing this choice.


(CapnHowdy21) #3

The problem with making a person carry it back, is now they can run far away with it and drop it in some random place or hide with it. This makes it virtually impossible for the other team to find it now.


(sabre909) #4

I thought of that but all youd have to do is make it so the capture item is constantly flashing its location on your map/radar and yea people might try and hide it or make it more defendable but… w/e if its gonna warp oh well


(CapnHowdy21) #5

I do agree it sucks that its all or nothing for the attackers. However letting defenders carry causes enough chances to grief the attackers that its the better just to let it warp. Hopefully one day someone comes up with a system that will make it so warping isn’t necessary.


(Ragoo) #6

Changing that would mean that you’d have to change the whole design of the map to ensure that defenders can’t go in stupid places with the data.


(trigg3r) #7

i just realized we haven’t heard much about the CTF objectives and i don’t think it has been mentioned how do the flag (or whatever we’re carrying) gets returned.
i’ve played 2 games with CTF missions, UT3 and TF2, in Ut3 if the flag was dropped and if anyone from the deffensive team touched it, it would automatically return to the base; in TF2 if different, the dropped object has a timer and it only returns when it’s over.
I’m not sure wich one would suit brink better


(Ragoo) #8

Watch this trigg3r: http://www.youtube.com/watch?v=H4cybT6xuBM#t=3m27s Seems it will just return if you touch it like in ET:QW.


(tokamak) #9

What? The attackers can keep on trying, the defenders can only fail once.


(CapnHowdy21) #10

Its all or nothing in that even if you carry the item 99% of the way, if you fail, you probably will have to start all over.

I’m not saying this is better then defenders never being able to move it back. That creates other problems as well. I wish there was a way to have an actual push and pull mechanic to create a real tug of war. Unfortunately, no one has perfected that yet.


(Xerxes52) #11

Instant returns are for the best imo.

Giving the defenders the ability to pick up the objective would open it up to exploitation, as they could just go off and hide it for the rest of the match.


(amazinglarry) #12

Yeah, instant returns are definitely for the best. Or maybe some ~ interaction time with the object to return it for the defenders /pick it back up for the offensive team.

I know from my days in the Tram level in RtCW, my friend and I would take the gold objective and then play keep away from our own teammates AND the other team. Yeah, it was griefing but my point is, if we could do it so successfully against our own team, imagine if the entire other team’s objective was to run around and just play keep away. That turns into an extremely frustrating experience, very quickly.


(DarkangelUK) #13

I wouldn’t agree with defenders carrying it back, maybe having to sit on it for 5secs to return maybe, but not carry.


(Whydmer) #14

It would be nice if the flag operated like it was attached to somesort of elastic and when it was dropped it slowly started to follow the path the carrier had taken back to the spawn point. The defenders would could touch it and it would move faster for a short period of time, but they couldn’t actually pick it up, and an attacker could intercept it and actually run with it again.


(TAPETRVE) #15

It’s all a question of presentation. The objective is to steal sensitive data? Just have the attackers rip a copy from the enemies’ mainframe - and if they lose it, it self-destructs after a few secs and they have to download it again. Anvilicious, sure, but at least it solves the suspense-of-disbelief problem.


(Jamieson) #16

Defenders can carry objective? thats a terrible idea, Ok I kill you and run into my spawn and hide there with the carry objective, good luck getting in there with my entire team defending me who can keep respawing wave after wave.


(Nail) #17

at first I thought, have it drop and then a decay time to return, but then I figured you’d be setting up a relay race of lights and heavy medics (nice challenge idea) and realized instant return was best, along the lines of what TAPETRVE said


(MatthiasK75) #18

it doesnt look like instant return, it seems like he had to “capture” it or “interact” with it for a while before it went back, gives the attacking team a chance to kill him before he returns it


(Cankor) #19

Right! Pretty simple concept when you think about it…


(Bullveyr) #20

[QUOTE=AmazinGLarrY;287953]
I know from my days in the Tram level in RtCW, my friend and I would take the gold objective and then play keep away from our own teammates AND the other team. Yeah, it was griefing …[/QUOTE]
That was you? :mad:

:smiley:

PS: Now imagine that with FF off.