[New concept] Team ability: Fortress/Command Post


(Glottis-3D) #1

So ok. I was thinking about bringing something strategic to the game. So that there would be some essensial meta-game during a match. like when in quake quad-damage respawned and how it changed game strategy for about a minute (gathering around powerup + quadrun).

And i laso thought about Anti-artilery deployable in ETQW and how the games sometimes were shifted towards those deployables. I remember how teams were fighting for not the obj (because it was covered by titan or cyclop) but for the thing that protected TItan/cycpol. And i liked that a lot.

And here is what i suggest: Add a team-ability. A deployabe reinforcement. For defence this would be Fortress, and for offence this would be Command Post.

  1. What do these things do?

Actually this depends on what mercs spawned them, and also what mercs contributed to them. Lets say a Sniper from the attacking team spawns a comand post. He can spawn it in different places. Lets say, he thinks, that left flank of the opponent is weaker, and his team can realy push from there. So this sniper spawns a Command Post on the left flange. and his team gets an advantage there.

What advantage?
Suggestions:
CP from a sniper - gives radar(with not very far range, ofcourse) and anti radar vs HeartBeat sensors. Also It jams the enemy turrets, and delays Enemy’s mine triggering.
It also gives smoke grenades for his team 1 per comand post (for example). A teammate needs to run to the CP and get his grenade.
CP from Medic gives you team a faster time - to start HP regen (from 6 seconds to 4 seconds, when you are nearby CP, ofcouse.) Can it even give a self-heal syringe?
CP from a soldier gives Grenade, and etc.

Every merc (or at least every class of mercs) can spawn his unique fortress or Command Post. I would realy go even as far as letting any merc build his add-on for the fortress/CP.
Lets say up to 3 adds? So that with Medic/Sniper/Engie/Soldier. Whole team realy gets stronger without HP-buffing or damage-modifiers etc.

  1. how Does a team gets to the Build your fortress/CP - stage?
    I think this need to be like this:
    both teams spaw at the start of the map with zero “Fortress-available” progress bar. And with time (combined with team-XP) this progress bar goes to 100% and then your team can spawn a Fortress/CP.
    i think a proper time for this element is like 2-3 minutes. Lets say after 3 minutes a bad team gets this team-ability, and after 2 minutes a good team gets it.

  2. Who spawns the Fortress? i Think, that the best player gets the first acces to this team ability. but if he doesnt use it, then other players get that ability strating from best to worst.

  3. Where can he spawn it? i think this should be handled like it was in ETQW for deployables - green places on the map. So that you cannot place it anywhere, but in some specific places.

  4. what is the difference between Fortress and Command Post? CP should be more offensive, and fortress more defensive. For example fortress can have a auto-turret or a mine-field option for defence. And command post can have a mortar (not automatic)

  5. how long does fortress/CP live? I think around 1 minute. But it can be destroyed (and repaired, prbbly) with enough firepower. (like 2 EVs)

overal:

i think this can bring a freshness, surprise to the game. your team can realy enforce some part of the map, and thus make a push or prevent a push.


(humanbeen) #2

Imho nice idea - will be more interesting instead of announced “wall merc” :smiley:


(tangoliber) #3

I think it would be cool if an character could build stack-able wooden crates. They would be used for cover, clogging passages, or for shortcuts. (Stair case to second level) One player might be able to build 10 crates at a time or something.

The Gorges can do this in NS2 with their green blob thingies.


(Nail) #4

stack chairs not crates


(Finko) #5


Merc with ladder!