Author Topic: [Siege] Scene makers!  (Read 5521 times)

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Offline Zerran

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Re: [Siege] Scene makers!
« Reply #30 on: August 01, 2012, 09:09:37 am »
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Ozin, just wondering, but is there any chance we'll also get the ability to place spawnpoints which, once captured, attackers can spawn there but aren't required to be captured in order to win the map?

I like this idea. Would reduce the walk time for attackers, and make for more tactical opportunities.
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Offline Ozin

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Re: [Siege] Scene makers!
« Reply #31 on: August 01, 2012, 12:59:50 pm »
+1
Ozin, just wondering, but is there any chance we'll also get the ability to place spawnpoints which, once captured, attackers can spawn there but aren't required to be captured in order to win the map?
Possible? Yes. It's a good suggestion, but I'm walking a line between making siege more advanced and keeping it from getting too complex. As it stands now, it might get tricky to balance the mode. Perhaps it can be added with a later patch though.

Offline Elindor

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Re: [Siege] Scene makers!
« Reply #32 on: August 01, 2012, 04:41:22 pm »
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Ozin is back yay!

But yeah, same concern Ozin....excited about new flexibility and power of mode, but was concerned it may be even more tricky to balance (requiring more tweaking, and we don't have a way to test besides throwing it to the ungrateful wolves in the servers :) )
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Offline Ozin

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Re: [Siege] Scene makers!
« Reply #33 on: September 06, 2012, 10:30:31 am »
+2
Just wanted to let you know that I'm still working on this, though progress has been very slow lately because of summer and setting myself up for studies (and laziness). Some changes should come through the next patches though.

For example, a fix to the calculation of the doors/gates' hit points will be included in the next patch. Also, if you can set the first variation number of a door/gate to a value between 2-40, which will translate to 20-400% hp modifier to the base hp of the door in question. This should work for all game modes.
« Last Edit: September 06, 2012, 10:33:42 am by Ozin »

Offline FrugFrug

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Re: [Siege] Scene makers!
« Reply #34 on: September 06, 2012, 10:39:24 am »
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I noticed you said this new siege mode could become Tug-o-war-ish, does that mean defenders can capture flags too?

Offline zagibu

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Re: [Siege] Scene makers!
« Reply #35 on: September 06, 2012, 11:46:02 pm »
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As far as I understand, they can capture them back and thus push attackers back (because they can no longer spawn there).
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Offline Ozin

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Re: [Siege] Scene makers!
« Reply #36 on: September 07, 2012, 12:56:44 am »
+1
hmm, for now defenders can only take back the flag while it is neutral. Basically, when attackers take the flag to the bottom, the flag switches to the attackers' color, but it must be pulled all the way to the top to lock it to the attackers.

Offline Bjord

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Re: [Siege] Scene makers!
« Reply #37 on: September 07, 2012, 10:38:49 am »
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It wouldn't be balanced if defenders can just sally out en masse(is a viable concern since banner balance on siege is very beneficial for big clans) and recapture every spawn point. Once attackers have captured a point, that should be it for that area.

However, for the tactical spawnpoints like closer spawn to wall and on the wall, there should be neutral flags. Meaning that both attackers and defenders can capture wall and the spawn outside it.

The rest of the flags should only belong to defenders but can be disabled by attackers so that the attackers can advance towards the flag.

Maybe this is a harsher form of siege, I guess. It's a minor change, though.
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Offline SoA_Sir_ODHarry

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Re: [Siege] Scene makers!
« Reply #38 on: September 10, 2012, 04:43:22 am »
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that sounds a bit like rushmode of bf3

so attackers gotta capture Flag A-B-C and D too win instead of Flag A?
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