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How to fix linear sieges

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The_Witch_Pikmin

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Are you tired of the attacking team getting nowhere and being stuck in an endless slaughter?
Are you tired of people complaining about the attacking team getting nowhere and being stuck in an endless slaughter?
Then I have the perfect option for you!

10 minutes for the attacking team to capture the first flag.
+5 minutes for the attacking team to capture the second flag.
+5 minutes for the attacking team to capture the third flag.
And so on...
(The numbers would need reworking and be different for each map and possibly each flag.)

This is a mechanic I have seen on many team based linear games such as Payload on Overwatch, Turning Point on Battlefront, etc. It makes the game faster paced and with more variety (moving from flag to flag, map to map). It means that no one has to be stuck on the same flag for 40 minutes if the defending team is winning by a landslide.

For those saying: "But I don't get to play on my favorite map for as long as I want..." Fair enough, but no one wants an unbalanced slaughterhouse with no variety for half an hour.

For those saying: "But the attacking team can still clutch a win..." Rarely this happens. Normally you can tell which team is going to win by how long it takes to capture the first few flags (like Moria).

Non-linear maps like Osgiliath and Lake Town are exempt from this as it usually ends up sprawling out with both teams all over the map. I don't know about Helms Deep or Cove (if it ever comes back) as they are semi-linear.

This idea would probably require a lot of coding and would need a testing phase before proper implementation as it is a massive change to the current system.
 
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