cRPG
cRPG => General Discussion => Topic started by: Bryggan on January 19, 2014, 02:07:24 am
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It seems the flags are being raised when there are about 15-20 people left. This sort of kills the 'organic' strategies we have happening, as half the people stop what they are doing and run for the flags. I've seen battles get turned upside down because of this.
I like not having to wait for the flags, but I think it should be when there are about 5 people left, or just 2-3 on one team.
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best thing to happen to crpg. at least encourages a modicum of teamwork.
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*Gets x5 before map ends*
''Yay finally i can upkeep my gear even with this shitty upkeep system!''
*Flags appear next to enemy team spawn*
*Loses x5*
GG Devs
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lives life one x5 at a time
gg your existence
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I like the first round flag, sorta makes things exciting. I meant the following rounds. They seem to kick in at around the 5 minute mark. While its certainly better than watching eight infantry chasing a cav while he reloads his crossbow, I think it could just happen a little later.
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you're probably right. but like most things, matter of preference i guess. end of the day i imagine it's devs preference that decides it. or popular opinion. or the illusion of popular opinion to serve vested interests. DOWN WITH THE GUBBERMINT
sorry, sidetracked. flags are good, i could take or leave a later spawn for them.
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I noticed this happened earlier today, first time witnessing it beyond the 1st round of course. There was absolutely no kills for 60 seconds, so I think perhaps it falls under the old MOTF rule where if no one dies for 30-60 seconds (forget what the actual value is) MOTF pops. If so, that's nice. It was pitch-black fog and we couldn't find the other team, all of a sudden MOTF pops and boom! You have an objective.
1st round MOTF wouldn't be so bad if it was guaranteed to always have a centralized location--but that's a lot to ask of the scene editors to guarantee that. You'll always have people say "Ughh! Red Team is 2 seconds faster to flag than Blue Team!"