The changes to flag spawn sprouted from a good idea, but I think it has been badly implemented.
I do not endorse the fact that flags spawn at the first round. Nor do I like them to spawn when there are just 5 players left in a team, as it favorises certain classes and therefore ruins teamplay and individual skill.
I see flags as a way to get rid of delayers and guerilla warriors, but right now it simply gives one team an unfair edge over the other.
Firstly I would get rid of the first round flag spawn system. Then I would endorse a system where the flags spawn when one team has more than 4x (the number is variable ofc) the number of players than the enemy. This would prevent the 'guerilla' tactics and so quicken the end of rounds where defeat for the losing team is certain. It would nonetheless prevent a team to have an edge over the other should the number of players drop below the current threshold.
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(sry i had to steal that from you CrazyCracka420, i just had to!)
Any other suggestions?
Two things:
1.
As others have said, variety is what will keep the gamemode fresh... mostly by preventing the feeling of "hurr hurr, it's this map just go camp the ____."
The most obvious route is semi-random flag spawns: Each map has a dozen or so locations and each round the flag randomly selects one location to spawn in.
This approach would be better implemented over time. Adding in 1 new location per map every now and again will keep the "new car smell" around a lot longer than an initial dump of 12 flag spots that will all get stale eventually.
--
Alternatively, full random flag spawns could be pretty cool... but also potentially broken and infuriating.
I have no idea how now MnB is put together (and hence if it is possible), but this would be awesome:
-At the start of the round, the game generates random X, Y coordinates on the map. (top down perspective)
-From these coordinates, it finds where the X, Y line intersects with the ground. Now we have X, Y, Z coordinates and a potential flag Locations.
-All we need is a couple of checks to safeguard against broken flagspawns:
-Is the Location inside the field of play? No? Restart the whole process.
-Is the Location inside of a prop? Yes? Restart the whole process.
It's probably impractical, and it's definitely volatile, but volatile is fun when it doesn't blow up in your face!
2. Killing an opponent on the flag lowers their flag a little bit.
While your physical presence on the flags will halt the enemy capture, killing an enemy in this zone will also knock back their progress a little bit (something small, say 5-10% ... numbers will need to be tweaked)
This would only really be felt in the "I'm stopping the cap, get your asses over here guys!" type situation where one hero is outnumbered on flags and waiting for backup. Sure, he can just turtle... but if he snags a couple of kills, he can earn a few extra seconds for his teammates to show up after he dies.
There's now a bigger choice between passively halting the enemy capture, and aggressively setting them back.
I don't think we have to worry about this affecting "big" fights on the flags (1st round instaflags are going the way of the dodo anyway, yes?).
-Rewards aggression
-Makes kills on the flag feel better ("Well, I bought you guys an extra 3 seconds. Good luck!")
-BIG PLAYS BIG PLAYS BIG PLAYS
Two things:
1.
As others have said, variety is what will keep the gamemode fresh... mostly by preventing the feeling of "hurr hurr, it's this map just go camp the ____."
The most obvious route is semi-random flag spawns: Each map has a dozen or so locations and each round the flag randomly selects one location to spawn in.
This approach would be better implemented over time. Adding in 1 new location per map every now and again will keep the "new car smell" around a lot longer than an initial dump of 12 flag spots that will all get stale eventually.
--
Alternatively, full random flag spawns could be pretty cool... but also potentially broken and infuriating.
I have no idea how now MnB is put together (and hence if it is possible), but this would be awesome:
-At the start of the round, the game generates random X, Y coordinates on the map. (top down perspective)
-From these coordinates, it finds where the X, Y line intersects with the ground. Now we have X, Y, Z coordinates and a potential flag Locations.
-All we need is a couple of checks to safeguard against broken flagspawns:
-Is the Location inside the field of play? No? Restart the whole process.
-Is the Location inside of a prop? Yes? Restart the whole process.
It's probably impractical, and it's definitely volatile, but volatile is fun when it doesn't blow up in your face!
2. Killing an opponent on the flag lowers their flag a little bit.
While your physical presence on the flags will halt the enemy capture, killing an enemy in this zone will also knock back their progress a little bit (something small, say 5-10% ... numbers will need to be tweaked)
This would only really be felt in the "I'm stopping the cap, get your asses over here guys!" type situation where one hero is outnumbered on flags and waiting for backup. Sure, he can just turtle... but if he snags a couple of kills, he can earn a few extra seconds for his teammates to show up after he dies.
There's now a bigger choice between passively halting the enemy capture, and aggressively setting them back.
I don't think we have to worry about this affecting "big" fights on the flags (1st round instaflags are going the way of the dodo anyway, yes?).
-Rewards aggression
-Makes kills on the flag feel better ("Well, I bought you guys an extra 3 seconds. Good luck!")
-BIG PLAYS BIG PLAYS BIG PLAYS
I'm too much of a jackass at the moment to expand or detract from anything here. Just wanted to say that Johammeth has some great ideas that should be considered.
and i like his puns and i think he's a qt3.14
My only real suggestion/addition is to consider the first round to be flag-less until more balanced flags can be worked out. It really sucks for people to think "well goddamn, I'm gonna lose my multi just because I got on the opposite end of the map from where the flag spawns."
I suggest that MoTF only come up after 5 people alive, even on the first round. If MOTF can be programmed in such a way that good balance between spawn-points is achieved (not some bullshit where one team has to scramble 3x the distance of another just to make it to flags, where they will fight an entrenched and prepared bad guy), at that point MOTF on the first round should return. Hopefully I've made myself clear enough.