Add capture points, providing reenforcements

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Blazerules
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Byond: Blazerules

Add capture points, providing reenforcements

Post by Blazerules » 21 Feb 2017, 08:56

Summary (a quick, 2-3 sentence summary): Add a capture point mechanic. Holding an area for X minutes would result in friendly ert/back up or supplies.

Benefits (How this will benefit the server and game as a whole): I believe this would result in rounds being more dynamic, as well as reducing the possibility of a metarush. Since marines will have other objectives to strive for.

This could also result in more areas of the map being used. For example the ice colony has a lot of buildings that basically never see use, yet if they were objectives you could have marines hold them. Resulting in more of the map seeing use and rounds being slightly more different than hold engineering and LZ.

Details (Description of how you think this would work, the benefits, etc): You would have a certain point on the map that marines would have to hold for let's say 30 minutes. Once the time is up they get help in the form of a friendly ert, or maybe supplies.

I believe this could also have a small bit of RNG in it to determine where the capture point is and what it does. Like having it in the research dome and providing marines with a crate of guns/goodies.

Or even having a point at the tablefort that helps marines push and encourages xenos to attack rather than hide in their caves. Of course you'd have this point only usable X minutes into a round to prevent a rush.

Personally I like this idea because it results in more parts of the map being used, and changing up the dynamic of every round. Not to mention rewarding Marines for working together and accomplishing objectives.

Kudos to Toroic as it is his idea on discord. Hopefully I explained it well.

Implementation (Optional, if you have an idea how to implement it):

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forwardslashN
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Re: Add capture points, providing reenforcements

Post by forwardslashN » 21 Feb 2017, 13:54

Interesting idea, but this is something that would work better for a competitive FPS or somesuch. Some elements of this may end up being in the game at some point, but as the suggestion stands, it really doesn't go with what we're trying to do. Which is to say, make death final and limit the number of ways you can come back. Denied.
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