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.
