It could work, but it would require some smart thoughts to give a reason to pack an engineer.
Would a capture the flag mode work in dirty bomb?
Capture the Flag isn’t a competitive gamemode, thus, it doesn’t belong in a game marketed as a competitive game.
I don’t feel that is a reasonable answer in my mind. It dismisses the idea because other games dismissed the idea. Not because it wouldn’t work.
I think they can use new symmetrical maps anyways… The problem is distinguishing CDA from Jackal…
Bushwhacker - Defend Flag
Proxy - Carry Flag; harass chasers with mines
Fletcher - Assault
Turtle - Protect Snipers/Snipe/Something…
Yeah, Turtle should have a reason…
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That’s one of the ideas I had in a Hyde park style open space much like the opening mission area from crysis 2
I don’t feel that is a reasonable answer in my mind. It dismisses the idea because other games dismissed the idea. Not because it wouldn’t work.[/quote]
Capture the Flag would especially be difficult in Dirty bomb because of:
- Engineers would be next to useless unless there was some form of super second objective
- Not hard to lock down the flag with the merc selections given in Dirty Bomb
- No forward spawns. Paired with the identical spawn timer the defending team will always get an advantage assuming their spawn is placed next to the flag.
- Many mercs become useless
I don’t feel that is a reasonable answer in my mind. It dismisses the idea because other games dismissed the idea. Not because it wouldn’t work.[/quote]
Capture the Flag would especially be difficult in Dirty bomb because of:
- Engineers would be next to useless unless there was some form of super second objective[/quote] In W:ET you could build/repair mg nests. Not to mention they could be used to open up alternate routes to the enemy flag/close routes to defend your own.
[quote=“terminal;174425”][- Not hard to lock down the flag with the merc selections given in Dirty Bomb[/quote] There are already choke points that are easy to lock down in DB. It comes down to a strong team to break it. I don’t see how this is a breakaway from the normal game beyond that a team in the lead doesn’t need to be as aggressive and can put more players on defense.
[quote=“terminal;174425”][- No forward spawns. Paired with the identical spawn timer the defending team will always get an advantage assuming their spawn is placed next to the flag.[/quote] Is that single flag ctf or do you believe the spawns will be placed practically on top of the flag? Most ctf game modes I have played avoid putting the spawns directly on top of the flag. They do put them closed to the flag, but it is almost never close enough to be broken.
[quote=“terminal;174425”][- Many mercs become useless [/quote] Didn’t stop them from making execution. T.T This is a point that I am iffy on when it comes to ctf. I can’t think of a merc who would be outright useless unless it was intentional, like excluding things for engineers to do or not creating any situations for marksmen/sniper rifles.
[quote=“Redcap;174323”]What could be made is maps that just suggests that the Jackal group have taken over some CDA base and the CDA have one nearby, with both sides just fighting to get the most data/samples from each other.
@Watsyurdeal I always seen you bring this up, how would this work exactly, a timer on each team, team that has it the whole duration that they need it wins, X amount of captures is the winner or the most until the time ends?[/quote]
Alright so here’s the run down
- A point spawns, first team to capture the point is the one who controls the Headquarters.
- While held, that team does not respawn until the headquarters is destroyed. So basically you have to hold it and really test your team’s ability to communicate and coordinate well.
- The point is held for 60 seconds, so effectively 3 spawn waves, then the quarters is done and a new one is spawned.
It’s based heavily on Headquarters from Call of Duty, there’s more about it here.
I would love HQ. But I’d also love CTF too. CTF maps are super easy to design and a lot of the assets and design of the current maps could be used to pump out quite a few very quickly (unlike Execution maps which would need to be specifically designed). HQ could be played on regular maps.
Yeah, it would basically be more kill focused but it would have a point. That’s what makes those modes great. And I believe the class system will hold up just fine in either CTF or HQ as a lot of mercs who are used one way in Stopwatch could be useful in different ways in either of those game modes.
Last part of bridge is already like a ctf and people play engineers (turrets and mines) so with some secondaries, I sont see why some mercs will be useless. And with spawn near the flag, it’s the same in Bridge or chapel and it’s hard but some team can do the objective.
Ctf can be a really good game mode.
@SereneFlight imagine race with lots of proxies and pickups like 2 shootgun shoots, or some health! that would be awesome!!!
‘Capture the Flag’ forgive me if i sound dumb here but is this not dissimilar to carrying the Objective or say Drug Samples like we have now?
#TeamStoker
[quote=“Baz;174493”]‘Capture the Flag’ forgive me if i sound dumb here but is this not dissimilar to carrying the Objective or say Drug Samples like we have now?
#TeamStoker[/quote]
The primary difference would be that both team have symmetrical objectives. A big difference from attackers vs defenders as your team would need to both attack and defend at the same time.
[quote=“Ardez;174494”][quote=“Baz;174493”]‘Capture the Flag’ forgive me if i sound dumb here but is this not dissimilar to carrying the Objective or say Drug Samples like we have now?
#TeamStoker[/quote]
The primary difference would be that both team have symmetrical objectives. A big difference from attackers vs defenders as your team would need to both attack and defend at the same time.[/quote]
You know what would be interesting? If instead of doing standard CTF where you simply have to get their flag and run it back while holding on to your own you had to actually turn it in at the end. The wars that could be fought during a turn-in could be great. I’d be all for that type of CTF where holding on to your own OBJ isn’t required for a turn-in.
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I had a similar idea to that myself, so just as in trainyard final Obj. the helicopter comes in, at the end of the timer on the CTF game a heli comes in for both teams to collect the others ‘flag’.
What? Nooo D:
http://activegamer.net/et/map/21-Baserace_(Final).html
Its a race, to build your base! Steal Construction Materials from your enemy’s base and secure them at the various ‘Capture Pads’ located in your team’s base. Different capture pads correspond to different base constructions and upgrades, so be sure to think about where you secure your Construction Materials. Capture Pads can be used multiple times to upgrade constructions. Also, constructions can be ‘synergized’ by completing combinations of other constructions. The first team to complete all 40 constructions / upgrades or have the most completed when the timer runs out wins!
[quote=“Amerika;174496”][quote=“Ardez;174494”][quote=“Baz;174493”]‘Capture the Flag’ forgive me if i sound dumb here but is this not dissimilar to carrying the Objective or say Drug Samples like we have now?
#TeamStoker[/quote]
The primary difference would be that both team have symmetrical objectives. A big difference from attackers vs defenders as your team would need to both attack and defend at the same time.[/quote]
You know what would be interesting? If instead of doing standard CTF where you simply have to get their flag and run it back while holding on to your own you had to actually turn it in at the end. The wars that could be fought during a turn-in could be great. I’d be all for that type of CTF where holding on to your own OBJ isn’t required for a turn-in.[/quote]
Ah, Symmetrical Objectives (now i understand what CTF is, i only play Planetside 2 and DirtyBomb) this does sound interesting indeed and i think it would make a fun interesting additional mode for DirtyBomb.