the return mechanic


(BiigDaddyDellta) #1

I was thinking, I know most carry objectives play out in reletivley small arenas but wouldn’t it be a little more cohesive to allow both teams to pick up the object? So that when your standing around holding X someone doesn’t slide out of the shadows and steal it from you, plus the to and fro playstyle would add a whole new dynamic given you could defend from any area (except spawns of course) on the map at the point of having the object.

As well as having to find and kill someone from the enemy team to obtain what you are searching for, all humans love the chase I could see some great SMART action coming with a change like that. What does everyone think?

Here’s looking foward to the future,

BiiG


#2

scenario: team stack defense, pick up objective, run to (near if you count your suggestion to preclude spawn areas directly) their turret spammed spawn… full hold.

/end thread.


(BiigDaddyDellta) #3

Not true, if the AOE was large enough you couldn’t get that close to your spawns. Plus respawn timer could be extended durring the evolution. I dunno it was just an idea, its been said the return option is “new” what happened in past games? It just sat there?


(HandOfGod) #4

The “return” option is not new in games. How many CTF games have you played where the flag returned if the owning team touched it after it was dropped? I have played quite a few.

As stataed above, people would simplky grab said item and run to spawn to hold it. However, if they could implement a way that would not allow players back into their spawn, once they have said item, it could work.


#5

In Quake Wars (SD’s previous EPIC title), the carrier dropped the item instantly when killed and was instantly returned when the defending player touched it. So you could knife them and return it almost instantaneously. Which made the infiltrator/Spec Ops (BRINK’S Operative) the most valuable class as when they were stationary “uploading” and you in disguise were defending, you turned around at their back, pressed “use key” and instakilled them and returned the item. :slight_smile:

Even then, players like me would not return the item if the user died really far away, deep in enemy defended territory. I would then “steal another minute” defending it where it fell and just as they got to me, return it or kill them. insert troll face As after that amount of time it “auto-returned” anyway.

“We’ve returned the databrain!” :infiltrator:


(BiigDaddyDellta) #6

Hm, well the return is a good way to do it I just think defending the item would be more fun, but I see your point with the spawn camping crap. Maybe if the enemy team had to pick it up for so long to return it? I don’t know I just think some of the objectives could be more dynamic than; you’re in this room, now run to that other rooom! And kill them only to come back to this room again!


(HandOfGod) #7

Im not disagreeing with you, just saying that they would have to make it so said item could not be taken into spawns, or near spawn turrets line of fire. It would add axtra dynamic to the game but then again so would adding more objectives. I love refuel because it has the most objectives.


(BiigDaddyDellta) #8

Oh i’m not saying you were, lol. Im not easily offended I just think aloud quite often especially when I have random ideas for games that will never see fruition :cool: .


(thesuzukimethod) #9

[QUOTE=HandOfGod;353181]The “return” option is not new in games. How many CTF games have you played where the flag returned if the owning team touched it after it was dropped? I have played quite a few.

As stataed above, people would simplky grab said item and run to spawn to hold it. However, if they could implement a way that would not allow players back into their spawn, once they have said item, it could work.[/QUOTE]

iirc, the objective items auto-return if you enter your spawn…if the defense could grab the item, same thing would happen (i assume). (one of my first times playing refuel, i thought i would be clever and grab the item then wait in my spawn for my teammates to re-spawn (they had all just died making a push and the hydro was returned), and as soon as I crossed some threshold (dont remember exactly where) the hydro auto-returned even though i didn’t die.

(that said, i think allowing defense to pick up the objectives could be interesting, but hard to implement w/o disrupting existing play)…if someone were to make a mod (say of sec tower) that employed a dual objective scenario (one for each side) with a CTF like mechanic, it could make for some interesting gameplay w/o disrupting the current “story” modes.


#10

[QUOTE=thesuzukimethod;353202]iirc, the objective items auto-return if you enter your spawn…if the defense could grab the item, same thing would happen (i assume). (one of my first times playing refuel, i thought i would be clever and grab the item then wait in my spawn for my teammates to re-spawn (they had all just died making a push and the hydro was returned), and as soon as I crossed some threshold (dont remember exactly where) the hydro auto-returned even though i didn’t die.

(that said, i think allowing defense to pick up the objectives could be interesting, but hard to implement w/o disrupting existing play)…if someone were to make a mod (say of sec tower) that employed a dual objective scenario (one for each side) with a CTF like mechanic, it could make for some interesting gameplay w/o disrupting the current “story” modes.[/QUOTE]

Love the duality concept. Could be both sides are trying to get the “antidote” into a Desalination plant but both sides believe the other are trying to “poison” it. Gives the balance decision of defend or transport tactic and would be perfect for the ESL/Stopwatch people too. Well worth a punt that me lad, nice. :cool:


(Zarel) #11

I think they already fixed this issue. I remember in the refuel, when the second objective was to deliver that…whatever that fluid-canister-thing is. Seeing a grouped security force and me being alone, I thought it would be a good idea to run back to the spawn point and let them “cool down” from the chase. Once I got in the spawn point however, the game returned the canister back from the pick-up point.

I think they could(or already have!) apply the very same rule in regards to this.


(nephandys) #12

[QUOTE=HandOfGod;353181]The “return” option is not new in games. How many CTF games have you played where the flag returned if the owning team touched it after it was dropped? I have played quite a few.

As stataed above, people would simplky grab said item and run to spawn to hold it. However, if they could implement a way that would not allow players back into their spawn, once they have said item, it could work.[/QUOTE]
Totally don’t agree with OP’s idea due to what many posters said. Might be worth pointing out that anytime you currently take an object like the passcode into your spawn it autoreturns to its point of origination (at least on 360).

Edit: I missed that the above poster pointed this out. w/e.