Reworking Doc carry objectives


(prophett) #1

Kroko’s thread “Best fight layouts in DB (in all versions)” got me thinking on this. The best fights (or most excitement) I have experienced from SD’s previous titles, are stealing, making away with, and securing objectives.

There are obvious problems with the current maps, but the current way some doc carry objectives work could be improved.

I would like to see the doc carry reworked to the following format;

You need to break through the defense to steal the objective, and then get away to a secure point, rather than the current carrying an objective, beating the defense and securing.

I think Bridge_alt does a decent job of this, but on maps such as White Chapel, the doc carry could be reworked to be a lot more exciting. As it stands on WC, if you break the defense you will secure the docs the majority of the time.

When you think of RTCW maps like Ice, forstbite, or village, ET maps such as Radar or Goldrush, or Quake Wars maps such as Outskirts, how boring would it have been to have to carry the docs from your spawn to the ruins (Village), the East/West radar (radar), or the building that housed the data core (QW), most of the excitement comes from stealing the objective AND getting away with it. Already having the objective on Whitechapel takes most of the fun out of it.

For that particular map, I would love to see the EV stop once it blows open the doors to the Chapel, and then there was a single objective the attackers had to steal at the current secure point, and run it back to the Chapel to secure and some sort of computer terminal/transmit station. This would add new routes, make the doc run much more exciting, and make the Chapel itself relevant again (rather than just a piece of eye-candy).



(tokamak) #2

Double post srry.


(tokamak) #3

I was just looking at that and I was thinking, wouldn’t it be cooler for the EV to blow the back out of the chapel? That means a longer EV (which is always great) and an interesting situation where the chapel can be besieged from both sides (if the attackers blow the -locked- frontdoors from inside).

The EV would basically drive all the way where it does now. TAKE THE LIFT, drive past the construction site around the corner and BLAM backdoor open.

The whole scheme you made there is great but I think changing this bit would improve the flow even better.


(Glottis-3D) #4

To realy make this work, we will need realy carefully thought and keen travel times.
Defence should be able to intercept the attackers for the milkjar, and the carrier in different points.

I personally think, that WC layout has too many patches on it. And the zigzag tube desing realy hurts the possibilities. All the new ways can (or not) disbalance previous mappart.

I suggest to mirror-reflect the last stage (right after the tunnel exit)
We can take a EV last road as an axis.
Now we have from left to right
-the long and safe route to the milkjar with downstairs and stationary ammo.
-then goes the sneaky middle route
-then goes the clutch middle route.
-then goes defenders spawn

If we mirror reflect it we will have
-defenders spawn (it now is situated on the same side as the church ralatively to the road-axis
-then goes main clutch route
-then goes sneaky middle
-and then goes safer and longer route it is now situated somewhere around mg nest near the EVroad.

Thus we can add routes for defenders to the church without interfiering too much with previous maplayout. The entrance to th church will be from behind the church. (I like it, when its from behind)


(tokamak) #5

[QUOTE=krokodealer;506077]To realy make this work, we will need realy carefully thought and keen travel times.
Defence should be able to intercept the attackers for the milkjar, and the carrier in different points. [/QUOTE]

Yeah absolutely. Right now defenders are spawning at the end of the run rather than parallel to it.

Now the centre is also problematic, because once the carrier is past that point the defenders have to catch up.

It should be a bit more like tower defense where the attacker moves through an inefficient route that the defender gets to connect to at different points through shortcuts.

Team-doors really are a way to improve doc runs like that.


(Glottis-3D) #6

[QUOTE=tokamak;506079]Yeah absolutely. Right now defenders are spawning at the end of the run rather than parallel to it.

Now the centre is also problematic, because once the carrier is past that point the defenders have to catch up.

It should be a bit more like tower defense where the attacker moves through an inefficient route that the defender gets to connect to at different points through shortcuts.

Team-doors really are a way to improve doc runs like that.[/QUOTE]
The mirror-reflecting can realy help here, and put to use abandoned territory from the lift-speed capture points (mostly tower point)


(BomBaKlaK) #7

The actual mechanic is really horrible … Let us shoot while carrying !


(prophett) #8

That’s besides the point and will hopefully revert to the way it was 8)


(BrightIs) #9

In the original WC didn’t we have to get objects from the chapel after we blew a whole in it? That was a good part of the map.