New Obj Types [Brainstorm]


(INF3RN0) #1

I am strongly advocating for the invention of completely new obj types. I consider completely static/slow obj types to be plain boring to both do and watch. What makes Doc Runs so much better than plants, repairs, escorts? It’s fast paced and completely dynamic; simply fits the pace of the game. It also proves that agnostic objs can work very well, but they need to offer the same excitement and lack of restriction to the experience. It will be tough to come up with some quality ideas for new obj types of this nature, so let’s start de brain storm now.


(Raviolay) #2

Wounded VIP carry objective. VIP is on a stretcher and has to be carried by two players. The front running player holding the stretcher is in total control the second carrier plays out like a lightgun game of ages past. Escort to chopper extraction, VIP can be put down by defenders and a flatlining mechanic ie: objective (VIP) can’t be moved until defibrillation by friendly medic.

To make it even better everyone should have a defib that way everyone can take part!


(acQu) #3

As stated in an earlier thread, i think a buildable entity enabeling a forward spawn for the attacking team, would add alot of dynamic. But … and this is what i think is wrong here: the map design is way too narrow and “one-way” such that it becomes a “not so good” mechanic. It always depends: for example the fueldump map on W:ET had a commandpost for allies at the 2nd stage of the map. Some mapscripts enabled forward spawning from there, which was just plain awesome and still today people are asking for such scripts. This is fairly ok in W:ET, since the map fueldump is very large and offers a fair amount of variety in places to go and is not just built around that “corridor principle”. In that way: implementing such a mechanic in DB would imo require hardcore redesign of the map design, which in turn would imo require a change to the movement system. But let’s leave the movement system aside, and since Camden is the map with the most space and opportunities, do you think such a forward spawn mechanic would make sense even in Camden? Well i would not be able to think of a good place, since even Camden is way too tiny and “corridory” for that.

Ah yeah, just renting a bit. Sorry ^^


(Raviolay) #4

[QUOTE=acQu;462954]As stated in an earlier thread, i think a buildable entity enabeling a forward spawn for the attacking team, would add alot of dynamic. But … and this is what i think is wrong here: the map design is way too narrow and “one-way” such that it becomes a “not so good” mechanic. It always depends: for example the fueldump map on W:ET had a commandpost for allies at the 2nd stage of the map. Some mapscripts enabled forward spawning from there, which was just plain awesome and still today people are asking for such scripts. This is fairly ok in W:ET, since the map fueldump is very large and offers a fair amount of variety in places to go and is not just built around that “corridor principle”. In that way: implementing such a mechanic in DB would imo require hardcore redesign of the map design, which in turn would imo require a change to the movement system. But let’s leave the movement system aside, and since Camden is the map with the most space and opportunities, do you think such a forward spawn mechanic would make sense even in Camden? Well i would not be able to think of a good place, since even Camden is way too tiny and “corridory” for that.

Ah yeah, just renting a bit. Sorry ^^[/QUOTE]

So long as everyone can build it then it a fine a dandy edition, however I must disagree with the maps they have a comely feel to them & wide open spaces are a resource hog to boot. Also you must remember large maps require more time to learn, and given this is a F2P game. It should hence be quick and easy to pick and remember, also the low(ish) (but perfect) player count dictates the need for comely maps too.

Oh and rent on I say.


(acQu) #5

But, if you leave the maps like that and want to build a forward spawn, you can basically only just build the forward spawn right in the face of the enemy ^^ It imo adds nothing attractive to it gameplay wise. I also think the forward spawn in Waterloo is fairly misplaced, because of exact same reasons. Only difference is that you can’t build the spawn there, instead you have to hold your position until its up. But still, since maps are “corridory” it adds nothing attractive to the gameplay imo.


(Raviolay) #6

How is it misplaced having a forward spawn right in the face of the enemy? It only servers to intensify the fast paced action!


(acQu) #7

Yeah, but then you don’t know “real” fast paced action. Sorry to sound dick here. Its hard to explain, but W:ET was fast but at the same time could be very relaxing, dependend on how you actually played (meaning pub here mainly), meaning it was your decisions which were mappable to the game. If you wanted to derp around, you could always find a place to do so. In DB you just run around a corner and get fragged or not. And this rinse repeat. DB is just way too stressy, almost no relax periods, which is to the tube principle of the maps imo. If you like that kind of “fast paced action” then well, i like a different kind …


(Ashog) #8

[ol]
[li]First of all - covops-only hack objectives, including main objectives. This was always fun in ETQW and will give the covops team some meaning.[/li][li]Secondly - covops only disguise in order to open/hack and infiltrate side doors and side objectives affording some team advantages (e.g. for faster transversing the map or flanking).[/li][li]More variable engineer-only construct objectives. Constructing bridges, fences was always fun in ET and ETQW but even these games could use more variety in the shapes/purposes of the constructibles.[/li][li]More variable soldier-only destruct objectives - currently only barricades, wagons, pumps and gates can be exploded.[/li][li]Fieldops objectives to airstrike the command posts captured by enemy - at least two, better three strikes could be used to recapture a command post if no way to recapture them conventionally by direct interaction. A combined effort of two or more fieldops might be necessary.[/li][li]Fieldops side objectives to feed ammo to stationary MG’s as soon as it may run out.[/li][li]Engineer’s repair stationary MG side objectives.[/li][li]Engineer’s construct extra cover to stationary MG side objectives.[/li][li]Stationary MG’s should be dismantled by default and Engineers should construct them first before using.[/li][li]As mentioned before, person escort objectives where medics have to revive the escorted person, like in Brink, but tweak these objectives so that it is not so slow, long and boring. PPerhaps same multi-escort tweak as for EV could be used, where more people make the escorted move faster.[/li][li]Engineers side objectives - construct choke point street covers/shields for hiding behind them. Enemy engineers could deconstruct them. This is to some extent existing but needs more variety, mainly on the roads leading to objectives.[/li][li]Uniclass gather objectives - gather several EV parts around the first part of a map and carry them to the EV skeleton. Engineers then could pick them and construct the EV, followed by normal short escort. Parts delivered to the EV skeleton would appear near it, they can still be returned if enemy overwhelms (a bit like baserace style).[/li]The same can be done for a copter or a skycrane. Repair damaged skycrane with parts hidden around map, then skycrane drops something heavy on something destructible bla bla bla.
[li]Deconstruct main objectives - engineer only, fight the way to enemy objective equipment and deconstruct.[/li][li]Disarm main objectives. Engineer only. Enemy has planted a couple of bombs to obliterate a building. Fight the way to them and disarm.[/li][li]Poison a person missions. Medic-only. Fight the way to a captured/hidden person or mutant and inject poison to finish him off before he does something bad to our precious London.[/li][li]Deactivate radioactive Sunday morning victims. Medic only. Destroy opposition guarding some victims of experiments with decay waste, use medic to deactivate the contamination.[/li][li]Deactivate sanitation equipment. Same as above (similar to sewer from ETQW but for medics). Use medics to deactivate e.g. water pump euipment that was contaminated.[/li][/ol]

Will add smth later if it comes to my mind.


(en2ie) #9

I like the idea of a VIP escort objective where one player (at random) is chosen to be the VIP. They then must get to a getaway vehicle of some sort - which is actually a capture-point that the VIP must be on to capture it. The defenders do not know who the VIP is - but the attackers would - perhaps after the VIP steps inside the capture-point their marker becomes visible to the enemy. Maybe the VIP could be a juggernaut with a shield :tongue:


(Ashog) #10

Yeah can make a save Locki mission. We have a model for him already (Fragger) :slight_smile:


(iwound) #11

that would be awesome and hilarious.
if it took 2 players to carry it , each controlling their end.

//youtu.be/Hx1jFUqbBCo


(DarkangelUK) #12

There’s nothing wrong with the current objectives per se, they’ve just become a little stagnant, how about spicing them up a little? Take the hack objectives, limit it to 1 person and slap in the Deus Ex: HR mini-game style hacking where you could potentially fail under pressure instead of just standing there holding down a button. Or the C4 needs a 15 digit activation code entered to arm it that displays on the screen… the faster you type the code in the faster the C4 arms, get a digit wrong and you need to start from the start again. The carry objectives with the milk jugs could have the option to use it as a riot shield but you’re limited to your secondary weapon only and melee ala CoD if you choose to do so.

I’ll try and think of different new objectives later.


(Nail) #13

[QUOTE=DarkangelUK;463051]There’s nothing wrong with the current objectives per se, they’ve just become a little stagnant, how about spicing them up a little? Take the hack objectives, limit it to 1 person and slap in the Deus Ex: HR mini-game style hacking where you could potentially fail under pressure instead of just standing there holding down a button. Or the C4 needs a 15 digit activation code entered to arm it that displays on the screen… the faster you type the code in the faster the C4 arms, get a digit wrong and you need to start from the start again. The carry objectives with the milk jugs could have the option to use it as a riot shield but you’re limited to your secondary weapon only and melee ala CoD if you choose to do so.

I’ll try and think of different new objectives later.[/QUOTE]

I like this, cool beans, hack should be like lock pick in other games


(Kl3ppy) #14

Its not a new objective type but it’s a new objective on a map :wink:

I would like to see a new attack way at the last stage of whitechapel.

When the EV is deployed, there is already an explosion. Use this explosion to create a new way to the last stage. Open the wall here:


On the other side, create a wall which can be build by defenders and attackers must blow it up to reopen the new way. I think this would reduce the meatgrinder effect there a bit.


Any thoughts? Crap?


(ImageOmega) #15

I’ll bite. An idea off the top of my head:

Rotating Tactical Points to Defend.

The idea would be to have one team being attackers and the other defenders (which is already standard). Then the idea is to have points on the map with an item that is destructible like a large generator. Instead of planting C4 at the objective and the other team having to defend/defuse you would be able to destroy this structure via gunfire and explosives. There would be several of these points (which could actually easily be incorporated into current maps) and the defending team would need to get to that structure and set up shop to defend. This promotes a lot of firefights as well as specific control of a point of the map. There should be two or more tactical points to defend at once. Really think towers in a MOBA that one team’s sole duty is to defend while the others need to destroy it.

Secondly, a different twist could be there are a few tactical points with docs/data cores to run back to your spawn. These points could be through out the map progressively getting more difficult to obtain. Teams may have to get the data cores in order or maybe a couple are up to grab (at different points of the map) at the same time.

The map layout could be what we have now, but I think something similar to a bunker setup in paintball would be best. So you have specific areas to set up and offer fortified positions of defense as opposed to a giant open box or just really tight hallways. Also, when multiple objectives are up to destroy/defend/capture at once they should be close enough for teammates to rotate over to help destroy or defend. Again, very similar to moving between lanes in a MOBA.


(Ashog) #16

Well imho it will increase the meatgrinder, but this time for def, because that way will come out exactly in front of their spawn, so they will get spawncamped.


(Kl3ppy) #17

Had this in mind too Ashog. Maybe I will have an idea to “fix” the concerns :wink:


(INF3RN0) #18

[QUOTE=ImageOmega;463160]I’ll bite. An idea off the top of my head:

Rotating Tactical Points to Defend.

The idea would be to have one team being attackers and the other defenders (which is already standard). Then the idea is to have points on the map with an item that is destructible like a large generator. Instead of planting C4 at the objective and the other team having to defend/defuse you would be able to destroy this structure via gunfire and explosives. There would be several of these points (which could actually easily be incorporated into current maps) and the defending team would need to get to that structure and set up shop to defend. This promotes a lot of firefights as well as specific control of a point of the map. There should be two or more tactical points to defend at once. Really think towers in a MOBA that one team’s sole duty is to defend while the others need to destroy it.

Secondly, a different twist could be there are a few tactical points with docs/data cores to run back to your spawn. These points could be through out the map progressively getting more difficult to obtain. Teams may have to get the data cores in order or maybe a couple are up to grab (at different points of the map) at the same time.

The map layout could be what we have now, but I think something similar to a bunker setup in paintball would be best. So you have specific areas to set up and offer fortified positions of defense as opposed to a giant open box or just really tight hallways. Also, when multiple objectives are up to destroy/defend/capture at once they should be close enough for teammates to rotate over to help destroy or defend. Again, very similar to moving between lanes in a MOBA.[/QUOTE]

This is the kind of thinking I was hoping to see. I’d like to break away from static objs that have very little excitement in the process of their completion. For me I want to see a catalyst to the fast paced game play, full creative approach, and an exciting process of completion/interaction with the obj itself. Keep the ideas flowing!


(rookie1) #19

What I can say its I’m strongly disappointed of the lack of imagination in maps
To see AGAIN milk jugs in CW is :frowning: (LB+WC+CW+Camden)
To see Chooper (helico) Too often is :frowning: (Camden,BS,M6) even my Blockout has one :stuck_out_tongue:


(DarkangelUK) #20

What did everyone think of the plane objective in Brink where you had to gather fuel from various locations and top the fuel tank? Totally reminds me of L4D2 as well with the racecar, but how about something along those lines. A broken car/helicopter/tank, need to gather the parts from various locations and use them to fix the vehicle… trouble is the enemy can sneak in and remove the parts which sends them back. The defence need to decide if it’s worth spreading manpower between all of the parts, stick with one or 2 that have the best defence, or concentrate in undoing the hard work of the opposite team and remove the parts while they’re out looking for the others.