At the moment we have just one timer for the whole map.
I suggest making a more fluid time system, which proved itself in many other games:
Start with not a big amount of time (like 5 minutes) and than add time after capturing flags.
I also suggest to make any time cusomisable like this:
"crpg_siege_max_time"
Place one per map. Sets the round time limit for your map. If none exists, the default time of 7 minutes will be used.
Var id 1: Minutes. Valid values: 1-60
Var id 2: Seconds. Valid Values: 0-59
- how much time each flag adds to the timer;
- crpg_siege_map_time is used as the first timer, if there is no time add specified for any flag it works just as it is now.
This would:- prevent 15 minute fightings in one pathway when teams are imbalanced
- add more challenging goals
- more possibilities for map makers
It would be a bit more work for mapmakers (for me too), but they can choose not to do this.
An example:Map starts with 5 minutes.
First flag layer includes 2 flags, each one adds 3 minutes (6 minutes total) to capture second layer with two flags. It adds 4 minutes each to capture the last hard one (8 minutes total).
After a balanced match attackers would win or map would and in 19 (not boring) minutes.
In an imbalanced match in favour of defenders it would end in 5-8-11 minutes.
If attackers are in favour it would end rather fast, won't really predict this one.