Objective fluidity (capture points, data cores, EV)


(acutepuppy) #1

Some thought some thoughts on objective fluidity. There are just rough ideas that try to work in the parameters of development (some timing and concept changes, not stuff that requires labor-intensive coding), not demands or fully functioning ideas.

Capture Points
I don’t think folks are all too fond of stand-and-capture points right now. They feel uninvolved and meat-grindy. Although having to interact directly causes problems with some areas, in either crowding or the ability to fight back.

Idea: Why not both? Require only one player to interact, then add a stacking bonus for additional players in the area. This keeps Mercs’ strengths and weaknesses involved with capturing points. Follows the same priority rules (who should cover/who should hack) as other objectives, and increases the importance of single players capturing objectives on the flank.

Data Cores
I think it’s pretty popular opinion (?) that touch-and-return should be the name of the game. If pressing use is needed, then just make it with the same fluidity of getting a revive. I’d be so much happier being able to run and hit F while passing by without having to stop. Stopping for any reason is frustrating. I can handle it with C4, but I still miss having that freedom to move about, or stop arming for a second to fight and get back to it (or have a team mate finish).

Fewer cores, tougher runs. The 3/4 objective runs could be a lot more interesting with 2 data cores with longer runs and slightly longer transmission times. No matter if it’s been pub play, or pick-ups, the data core stages feel like a slog of objective return/picked up notices, and players stopping and staring at milk jugs. It should be a game of Tug-of-War or Red Rover… Right now it feels like “push against a wall of jello”. The few times I’ve been right on someone’s tail, they load the ammo/data cores so fast that it feels anticlimactic.

EV
I’d love to hear some ideas for the EV stage. Something more than movement speed teaks and capture area’ may be needed. A little more abstract than the ones above, I was thinking of a more protected spotter position, maybe something that requires explosives to kill (we’d need grenades back :D) with active spotting through a scope rather than (or in addition to) gunner.


(DarkangelUK) #2

I agree with the data cores, having to stop, stare and hold a button to pick up or deploy does ruin the fluidity.


(stealth6) #3

On all of the objectives there should be better fluidity in general. Allow a player to run in, start arming / hacking, changes his mind, pop off a few shots, go back to hacking without it feeling sticky.

Imo you should always be able to move and do whatever you are doing at the same time.
Hack and move around the crate, arm C4 and spin around the C4 (same for defusing), constantly move backwards and forwards over a C4 each time taking off a small percentage, etc
Atm I always feel like a sitting duck when I have to do and objective. You press F and hope for the best :smiley:


(1-800-NOTHING) #4

one merc active capture + passive stacking sounds like a good idea.

i also think i’d prefer if the carryables were instantly picked up/returned by pressing [some key that doesn’t conflict with mounting mgs, reviving teammates, etc?], but the actual objective delivery takes a little longer than now.
to me it feels a bit random whether you can kill a carrier who is delivering (before the obj is completed), with the short delivery time.

EV… uhm… give it a horn that you can honk with?

being able to move about when arming and progress not resetting feels so much better (+team arming). c4 needs per-character cooldown, though.


(Protekt1) #5

I disagree with automatically picking up the cores. People will pick it up without noticing and it also makes baiting someone with the a core a bit more viable.


(Volcano) #6

thats why icons are made for protekt, to notify the person that he has it. some game i used to play used to echo it on the screen


(acutepuppy) #7

A big problem with EV stages now is the inability for attackers to advance. Maybe the EV should advance as long as friendlies are in line-of-sight ahead of it? This would clear the slog on London Bridge.


(attack) #8

the speedboost for additional players at ev should be small.
the team should have the posssibility to position themselv on the map insteat sticck all at the ev,without loosing too much time.