Terminal flag needs visible indication


#1

@SplashDamage

I’ve waited and waited, but I need to talk about this. Its quite obvious to me, that the forward spawn capture system is not quite working as intended.

There needs to be visible indication about forward spawn status (like allies vs axies flag visible or similar)

Why:

  • There is no indication on it when its actually captured.
  • There is too little fights over the forward spawn / flag capture, since why fight there if you dont know / can not look at it and see if its been captured or not.
  • 90% of new players dont know about it, which makes attacking team pushed back into spawn evetually. You basicly have to be told what the “thing” is and what it does, to use it. To me, that is maybe evidence of needing to rethink the design.
  • The forward spawn is very important on that map.

Why not:

  • Takes some time to remake it / fix it.
    Yeah, true, but its essential to fix maybe?
    Shouldnt be that big of a fix?

(matsy) #2

I agree that there isn’t enough feedback to player, and as a result unless you run over it you won’t know that it is there, and considering it isn’t within a location where you’d normally run I imagine a lot of people miss it.

I think the location is also key. Having it some where away from the objective to distract / split up the defenders from the main objective would be better. Like in the room top of the stairs with the MG. It is in front of the main objective to force the defenders out further.

I would also like to note I dislike the fact the pump controls are on the defending side. As soon as you get it you force them into a bottle neck as the defenders. It also doesn’t fit in with the theme, as it is on the attackers side for the final objective.


(montheponies) #3

Apart from it’s placement and lack of a visual indicator, it also seems to follow the same incredibly boring mechanic of ‘stand somewhere’ to work.

There isn’t the excitement in timing ur run to capture the forward flag at the point when ur team spawn or conversely, to retake it just before the enemy spawn forward.

It’s a consistent complaint with all of DBs objectives, everything boils down to standing still somewhere.


(spookify) #4

Why not dig into it further? Why are we capping an area NOT to spawn there! Blows my mind!

Random spawn points and weird progression is not how a SW map should be set up…


(Szakalot) #5

we could have a secondary delivery objective, wherein you deliver ‘intelligence coordinates’ or whatnot to the flag in order to cap it. Defence can hack/blow up/ deliver counter intelligence.

I don’t think the fact that you don’t spawn there is such a big deal, maps don’t really suit insta-cappable flags atm.


(spookify) #6

[QUOTE=Szakalot;527037]we could have a secondary delivery objective, wherein you deliver ‘intelligence coordinates’ or whatnot to the flag in order to cap it. Defence can hack/blow up/ deliver counter intelligence.

I don’t think the fact that you don’t spawn there is such a big deal, maps don’t really suit insta-cappable flags atm.[/QUOTE]

I agree with your first point and disagree with your second.

We can all agree there are some glaring things wrong with DB maps. IMO a lot of these issues can be fixed by simple map progression. We have dug into the details one million times and personally what is so hard about it? SD is not reinventing the wheel here. This is SW game mode. Its been around since RTCW (2001)(Might be wrong but thats when I first heard about it).

There’s a simple plan to making a SW map. All the great if not all SW maps follow this:

Defense 2 Spawns
Attacking (Selectable Spawns)
Forward Spawns
2 main Possible Routes (Or Cap or blow)
Building Command Posts.
One Way Doors for Defense
Fortified Stages with no way in. (Attackers Must Cap or Blow)
Fixed Spawns
Progression

Dome is the closest thing we have right now to an awesome SW map. It is sooo close to being epic but yet so far away. It just needs to stick to the list above.

SD, please go back and look at top downs of RTCW and ET maps. Look at the simplicity of them and how well they worked. Design Maps for SW!!


(Glottis-3D) #7

if we move the flag to the High-MG area. and make it respawn place. then the defenders will have to spread their attention. and they will not be able to spawn camp so easily on the pipes.


(spookify) #8

Whatever the forward spawn is the defense should spawn there…

There’s so much awesome stuff they could do!!