Carrying and returning the "package"...

Post » Sat Dec 10, 2011 11:34 am

LOL, nice work Oblivion, too bad we play on different systems, would love to team up and pwn some people.
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Stephanie Kemp
 
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Post » Fri Dec 09, 2011 11:37 pm

How about adding a countdown timer before the item returns that begins when the item is dropped? So when the package is dropped a coundown timer begins. If the countdown expires the item returns to the original location. If an offensive player touches the package again and then drops it a new, shorter countdown timer begins. In this manner the offensive team can decide whether to tag the item or allow it to reset. If they keep tagging the item however, the countdown timer will eventually reach a much lower duration. In this manner it gives the offensive team a chance to coordinate their attack but they are penalized for each failure.

EDIT: I think a 40 second default timer with -10 seconds per drop sounds plenty fair. This gives the offense four chances (technically five if you count the initial attempt) to push the item with the last two attempts becoming rather frantic.

EDIT 2: An alternate version would be that when the package is dropped a 60 second timer begins. At the end of this timer the item is always reset unless being carried by an offensive player.
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Brandi Norton
 
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Post » Sat Dec 10, 2011 9:40 am

Its fine the way it is, don't get shot.
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He got the
 
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Post » Sat Dec 10, 2011 6:00 am

How about adding a countdown timer before the item returns that begins when the item is dropped? So when the package is dropped a coundown timer begins. If the countdown expires the item returns to the original location. If an offensive player touches the package again and then drops it a new, shorter countdown timer begins. In this manner the offensive team can decide whether to tag the item or allow it to reset. If they keep tagging the item however, the countdown timer will eventually reach a much lower duration. In this manner it gives the offensive team a chance to coordinate their attack but they are penalized for each failure.


Hmmmm, not bad at all, I like this idea also.



@ Auctane, very helpful, thank you :shakehead:
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vanuza
 
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Post » Sat Dec 10, 2011 7:10 am

Well, I can understand your post, it does erase a lot of hard work in 2 or 3 seconds... however, once you've grabbed your package.. approximately how many seconds does it take you to run to the delivery zone? I know I can snatch and grab some crap in a hurry and be at the objective zone quite quickly no matter which map were on. If your team is mildly intelligent they will be assisting the entire way, and not off in some corner some where. So in other words, if you get dropped, there should be someone there to pick it up.

It would not make sense that once the item is dropped, it couldn't be picked up by the defending team -- however this would lead to exploits.
The above statement reduces the idea of the defensive team being forced to stand in place and defend the dropped package. Why not pick it up and run with it? The offensive team just was.

The only logical method is to return the item to its origin once re-captured by the defensive team, regardless of it's location. After all -- your team must be winning if you even got to the point of grabbing the "package" in the first place. It's a built in possible "tide turner" giving the defensive team the opportunity to correctly defend the package destination, leading to a more intense, down to the wire game experience. (In most cases this is a non issue, I seldom have issues getting the package to its destination, after holding it for more than 10 or so seconds-- which indicates I didn't die while picking it up, and escaping the area)
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ZANEY82
 
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