the concept of "territory" in Quake Wars


(Danyboy) #1

i know the idea of capturing territory in QW is designed to allow a permanent focal point of combat so in large maps you’re not having to hike a mile before joining a battle.

I’m wondering if there are any other features brought about by this captured territory? Does captured land equate to anything? Decreased spawn times, increase in number of vehicle spawns etc.


(carnage) #2

in the valey map capturing a forward spawn gives the GDF choppers for the next stage of the objective.

it would apear to play in the same way as WET where each stage of the map is done in a list and although the story links the objectives together they are pretty mcuh idependant where it only matters realy how fast you compleat them

there is the other side of the argument where objectives actuly alter the envroment allowing progras rather then just moving the gameplay to a differnt part of the map. think the shield generator on the valley map

oc i have not played the whole game etc and could be wrong and puplic has only played one map. it posible they are saving the best for later


(Hakuryu) #3

It gives you new vehicles like carnage said, but also determines where things can be deployed. You cant deploy things in enemy territory, which has me wondering how a capturable spawn would work… do all enemy deployables in a freshly captured territory disappear? If so, then this seems like a capturable area would be a no-man’s land for deployables unless one side could easily hold it.


(digibob) #4

Capturing forward spawns generally does not change territory ownership, only completing objectives does, ( which obviously cannot be changed back ).


(Desoxy) #5

One feature that comes along is that you can only build deployables within your own territory (by completing objectives). Enemy deployables will be destroyed when you capture territory. This prevents stuff like spawncamping with turrets or pushing back the attacking team with turrets. Although I don’t know if this only applies to deployables or to mines as well… :slight_smile:

I got one question about territory and deployables as well: Does the distance between artillery placed by Oppressor/Field Ops and the desired destination have any impact on the time it takes to aim or, once aimed, firing the artillery?
I could imagine that locations further away are harder to target and that it takes more time for the projectiles to fly to the desired location.

Or in general: Is there anything ‘keeping’ Oppressors/Field Ops from placing artillery in the most remote territory available, making it very hard for the other team to destroy it?


(Hakuryu) #6

Good question.

It seems to me (from watching video’s) that only certain places are usable to deployable large items like artillery. I’m guessing the level designer breaks up any flat area’s that are out in the boondocks just so you couldn’t do that sort of thing.


(Desoxy) #7

Yea, maybe that could do the trick if you can only build setup deployables in the two ‘bordering’ territories. However, I would think of this as a bit too ‘forced’. If it would simply take longer to fire, you still have the freedom to place it in any territory of yours you want, but you have to evaluate risk of getting your gun destroyed versus time it took to fire them. :smiley:

Another thing that I could think of might be that the accuracy suffers as the distance increases - or that, after all, artillery has a maxium range.


(Davros) #8

good thread

The downside to deploying out in the boondocks ( :D) is that one of your engineers will be less likely to go there and repair it for you if it needs some attention.

Also radar coverage doesnt cover the entire the map so theres a compromise between generating more red dots on your team mates command maps but having it exposed to the enemy team and deploying it near your own base where it wont be as useful.

As for turrets - when we are designing the maps we try and hint at players the better places to deploy them. Of course there is nothing stopping somebody placing an anti personnel turret in a big ditch facing your own base but there is usually a nice convenient piece of high ground with good coverage of an enemy route which is nicely covered from the side and rear with a broken wall or something. Things like that


(Desoxy) #9

Just stepped accross this:

Wondered wether that’s true, a misinformation (like ‘technician can’t revive’) or ‘still subject to change’… :wink:


(digibob) #10

That’s old, and is no longer a requirement. However, since the shells are physically fired, you can end up with some physical restrictions.


(Hakuryu) #11

Does every field ops ‘share’ a deployed artillery, or can they each drop one? If you have one out already can you order another in a different spot?


(digibob) #12

Every field ops may deploy a single fire support device ( artillery, etc ), and may choose to re-position it whenever they wish. They also always have an airstrike/vilolator as backup if they have no deployable down.


(Angel1) #13

Is it just one airstrike/vilolator per ops or does it have a kinda recharge time (making it re-useable)


(Danyboy) #14

no way would it be a single-use - i guess it’ll be simliar to aunt hillary in W:ET

(that still makes me laugh)


(Desoxy) #15

In this movie of the E3/GC-Build you can see that when the violator is selected an energy bar becomes visible. As the violator is thrown it empties and slowly starts to fill again (although I’m not sure about that as the violator remains only selected for a second or two after it has been tossed) - pretty much like in ET.

Although I don’t know if artillery and airstrikes affect each other like they did in ET (where they used the ‘same energy’ to be called).

Edit: Here at about 37:04 you can clearly see the airstrike filling up again after it was tossed. :slight_smile:


(SniperSteve) #16

That’s old, and is no longer a requirement. However, since the shells are physically fired, you can end up with some physical restrictions.

Thats a really cool thing. In games like BF2 the actual arty was just for looks, and the shells really came out of the sky. It will be interesting to see what players do with this.