cRPG
cRPG => Suggestions Corner => Topic started by: zagibu on July 02, 2011, 10:16:25 pm
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We need an improved siege mode, where attackers spawn ever closer to the flag, the more ground they take. This would decrease the efficiency of the "camp the flag" strategy, which sadly works on many maps. In fact, it's pretty hard to make a map on which this strategy doesn't work, but which is still balanced in the current siege mode.
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That would just stack the favor of the map moreso in the favor of the attackers. This is usually going to be a bad thing for balance. It's really the maps themselves that need balance. There are some that are ridiculously stacked in favor of one side over the other. One of the new maps on NA has something like a 40 seconds walk on uneven terrain just to get to the front door which is in full view of any archers that want to rain down arrows upon you.
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Yep, it would empower attackers, but it could be countered by reducing defender spawn time.
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This is kind of stupid considering most maps are just Attacker spawn - wall - flag - defender spawn.
With a change like this, we would need multi-tiered castles with many sets of gates and then a final keep, which would be fun, but require massive effort revamping the maps.
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This is kind of stupid considering most maps are just Attacker spawn - wall - flag - defender spawn.
With a change like this, we would need multi-tiered castles with many sets of gates and then a final keep, which would be fun, but require massive effort revamping the maps.
I don't know on what maps you are playing, but many maps I'm playing on are far more complicated than what you described.
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The complicated maps are the worst imo, apart from being unrealistic with random wooden walkways everywhere it can take a minute to run to the flag
The native maps are better, fast paced action which means melee doest get shot down immediatly. I want more small, native like maps
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Most of the native maps are attacker's heaven. Brunwud and Rudkhan being the worst, with regular 3-0 for attackers.
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the well designed maps have a chokepoint or gate that if unsecured by the attackers, really them and means they have to walk/climb further to get to the flag. This gives defenders enough time to respawn...except in the case of a commando raid (which is why scouting the enemy is important)
Theres a new map with a green colored moat that is just boss design.