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).
