cRPG
cRPG => Suggestions Corner => Topic started by: Blackstone on February 13, 2011, 10:54:53 pm
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Defenders should only be able to close gates, and attackers open them on siege maps. I cannot count the number of times a defending traitor coordinates with attackers to open a side or back gate early on, resulting in a flood of enemy at the flag while defenders are at the main points of defence, and the flag is lost. This really circumvents the strategic aspect of the match, and is no different in spirit than teamkilling.
I concede that on certain maps, such as Helms Deep, gate opening is adventagious in certain circumstances for defenders. However, in the majority of maps this is not the case, and if this is what it takes to prevent defending traitors to cicumvent honest competition by openning gates for the enemy, then I say so be it.
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what if people want to sally forth?
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Unless I am mistakent, most Sally's take place by openning side and back doors, to prevent the doors from being chopped down quickly, and not coordinating with another team member at a tower to open the gate. :wink:
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Some maps only have one gate, so if you want to sally forth, you have to open the main (i.e. only) gate. Either that or it's up and over the walls.
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I do believe this is hardcoded. It is an action for everyone not just team based and if you wanted it to be changed it would require a lot of hard work.
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opening and closing gates is usefull! it can be a part of the defenders tactics.
if someone is a traiotor, their could be a vote for the defending team, to
remove the traitors ability to open gates.
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There's absolutely 0 reason to open the gates as a defender. If you ever catch someone doing that it's your justified duty to TK them as they are working for the enemy. It's quite simple.