The other day i was wondering what is so fascinating in quake TDM, thats makes it fun, and what lacked in TDM in dirtybomb 2 years ago.
And i mostly came down to this:
- Needing to hold an area, that gives you advantage (red armor/megahealth/weapons)
- timing your push for the Powerups (quad damage etc)
so i thought about bringing those elements into DIrty bomb, without turning DirtyBomb into quake.
to put it simple:
- mercs spawn without their abilities at start.
- after a minute of so, a helicopter drops a “Box of abilities” (airstikes markers, grenades, healstation, turrets etc)
- first merc who opens a box gets his whole team their abilities for 1 minute (with tweaked cooldowns). now its fraggin time for them!! the other team need to hide for 1 minute.
- secondary objectives like constructable shields, MG-nests, generators and doors will help either of the teams to get advantage. for example a team without abilities during ‘fraggin time’ can construct a door, and MG nest inside a room - and defend.
- just like in quake there can be maps with double powerups - so teams can both get their abilities, OR a team can decide to OFF-time their BOX, and next helicopter drop they can try to get both boxes, and half the cooldown time for ability!!
- ammoboxes and prbbly medpack-boxes in some places on map
thoughts?