Here is a conversation I had lately about the modifications I made:
Question:
The mod weights against the defending team. If there was a way that they could reduce the time, like on oasis destroying the pumps, or in railgun, destroying the gun controls, that’d be more like it.
Answer:
I don’t think so.
You start with 50% of the original map time (10/15 min. instead of 20/30 min.). So when the defenders can hold at least one objective, for which a timebonus is awarded, the map time will be usually shorter the with vanilla ET. And even when the attackers collect all timeboni, the map time will only last 2 or 3 minutes longer then the unchanged timelimit (22/33 min. instead of 20/30 min.). So you have a gain of 2 or 3 min. for the attacker on the one side and the chance to hold the enemy at a specific objective (until the time runs out) for the defender on the other side. I think that balances it out.
The problem with time reducing is, that you must add time before (e.g. for building the pumps) before you can reduce it. If you don’t do this (e.g. Allies build the pump - Axis destroy the pump - decrease timelimit), the attacker will be punished (for building the pump). But that would lead to a constant coming and going: time increased - time decreased. Players will get problems to keep track of it, so more than 4 or 5 changes of the timelimit (in one direction: increase) during a round are no good for gameplay (imho).
Question:
Okay, I understand about the time being halfed. I went back in a played a little bit. In railgun, when you get the first tug loaded, you get 12 minutes. Isn’t that a bit much?
Answer:
Mmmh. On railgun the attacker (Axis) have only a small number of objectives:
- Capturing the flag - nice to have but not that important (unless the Allies start to spawn camp you). Additionally it can be far to easy achieved without getting shot (right after spawn).
- Building the Depot Yard MG - same like #1
- Defending the Gun Controls - the controls are not needed until the ammo is loaded on the gun, and then you get a timebonus for loading the ammo on the gun (-> #6). And pressing the button to fire the gun after the controls are repaired takes only seconds - so no timebonus needed.
- Riding the tug to the Depot Yard.
- Riding the tug back.
- Loading the ammo on the gun.
- Command post. Maybe I could award a timebonus here, but the command post is to easy to destroy for the Allies and Axis have no real benefit from constructing it (despite of the lower recharge times). The command post on Battery is another thing: Allies can spawn there and its on the other side of the map.
That leaves me 3 objectives where I could apply a bonus. And I had to hand out 18 min. as bonus:
- 4 min. for riding the tug with the ammo back: that should be enough (otherwise the defender would have an disadvantage)
- 2 min. for loading the ammo finally on the gun: that should be enough too (otherwise the defender would have an disadvantage)
So that leaves me with 12 min. left, which I awarded for riding the tug to the Depot Yard. And honestly: Axis have 15 min. for riding the tug to the depot yard and 12 min. to ride it back. What is more difficult?
I hope that helps to clear some things.
Any further comments welcome!