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Att/Def Maps
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Topic: Att/Def Maps (Read 4972 times)
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von_Luchs
EIR Veteran
Posts: 60
Att/Def Maps
«
on:
September 13, 2009, 05:24:27 pm »
A suggestion:
Back-capping should not be allowed on Att/Def games, particualrly for the defenders. Attackers have enough to worry about, and making a breakthrough ussualy requires a concentration of forces (and substantial losses) that leave everything else weak. Under those conditions i dont know if back-capping should be a viable "defense" option.
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Smokaz
Honoured Member
Posts: 11418
Re: Att/Def Maps
«
Reply #1 on:
September 13, 2009, 05:48:26 pm »
Hasnt this issue been rectified enough through the extra pop attackers get ?
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winisez
EIR Veteran
Posts: 400
Re: Att/Def Maps
«
Reply #2 on:
September 13, 2009, 07:08:39 pm »
i actually would rather attack than defend.
Extra popcap allows fights to be more thoroughly in your favor, leading to reduced losses overall. When attacking a well coordinated team can tripple team one person, if the defending players are support weapon based this is particularly devastating since the poor persons team cant come and help him right away. Only time it can be hard is on a map like abi, where the defensive positions are very mutually supporting.
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von_Luchs
EIR Veteran
Posts: 60
Re: Att/Def Maps
«
Reply #3 on:
September 13, 2009, 09:55:20 pm »
The extra pop cap between defenders and attackers is what? 4 or 5 points?
Any decent team on defense knows that a triple team attack is exactly whats coming to open the game. Not to mention the mines, bunkers etc that will be waiting for them.
In any case, the point of the original post wasnt to ask for more pop, my issue was with back-capping, particualrly on att/def maps and how that technique for winning game should not be available for the defending team. Since the attackers, by design, MUST concentrate and push somewhere--ussualy into the teeth of a prepared position.
It just seems the scenario when attacking isnt balanced if back-capping is available to the defense.
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EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Att/Def Maps
«
Reply #4 on:
September 13, 2009, 10:02:08 pm »
You bring up an interesting point von_luchs, and I believe a new gametype variation on Attack/Defend might be what youre looking for.
Its an Assault type, where the Defenders can only cap Neutral territory, and Hostile territory is either not allowed, or takes a LONG time to take back (still debating). This may replace what we have for the territory rules of the normal attack, or be a standalone scenario on the warmap.
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Tymathee
Donator
Posts: 9741
Re: Att/Def Maps
«
Reply #5 on:
September 13, 2009, 11:29:24 pm »
I came up with something like that before. I think something like that would be real good, but what incentive would the defenders get for not being able cap their territory back?
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Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
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fallensoldier7
EIR Veteran
Posts: 667
Re: Att/Def Maps
«
Reply #6 on:
September 13, 2009, 11:36:29 pm »
They could probably be able to set up their defenses closer to the enemy spawn.
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Tymathee
Donator
Posts: 9741
Re: Att/Def Maps
«
Reply #7 on:
September 14, 2009, 01:05:46 am »
maybe longer set up time? maybe more starting pop because I could really see it really being tough to defend. Once you start losing territory, since you can't gain it back a really smart attacker can just back cap someone and really screw them if they get presented the opportunity. So, more pop might help the most, maybe 30 at start vs 25 for attackers?
«
Last Edit: September 14, 2009, 01:07:42 am by Tymathee
»
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Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: Att/Def Maps
«
Reply #8 on:
September 14, 2009, 01:12:22 am »
or 3 towns, defenders have to defend the towns, eachtime the town gets capped they get 2 minutes to set up defence in the next town, and so forth
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spinn72
EIR Veteran
Posts: 1802
Re: Att/Def Maps
«
Reply #9 on:
September 14, 2009, 01:37:12 am »
Easiest way i think would be attack/defense map based around victory points.
Victory points i think would be really cool, even if there are the downsides of booby traps/mining the point.
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RikiRude
Donator
Posts: 4376
Re: Att/Def Maps
«
Reply #10 on:
September 14, 2009, 01:41:26 am »
The problem with some of these really great ideas is that you really have to develop special maps just for those ideas. Which I think they want maps that can be played on a variety of different game modes without having to be specific to that game mode.
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Tymathee
Donator
Posts: 9741
Re: Att/Def Maps
«
Reply #11 on:
September 14, 2009, 02:07:30 am »
you can't do the town or victory point because eir takes over the vp system, so thats out. aPretty much think of ideas within the current system that would require a change in timers, pop, maybe cap speed etc.
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Draken
Chess master
EIR Veteran
Posts: 1850
Re: Att/Def Maps
«
Reply #12 on:
September 14, 2009, 07:29:22 am »
M
O
V
E
D
Reason:
Quote
A suggestion:
...
«
Last Edit: September 14, 2009, 07:31:12 am by Draken
»
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Ununoctium
EIR Veteran
Posts: 1256
Re: Att/Def Maps
«
Reply #13 on:
September 25, 2009, 07:27:44 pm »
So could we have an landgrab/hold the line (LG/HTL) game type where the goal is to survive with more than 50% of the territory after 20 minutes. you can't cap it back. since you have to all focus on one small point of attack it could work on maps that are thin just the big ones would suck.
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