Another nice feature of a completely new cap system means the tactical freedom of what to cap. As boundaries of maps can be completely changed.
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This looks pretty interesting. I think the RO cap system could use some improvement/overhauling. EPIC BUMPAGE!Here's what I would like to see;
- Objective areas are large with a sphere of influence that gets stronger towards the central area.
- As players get closer to the center of the objective their worth in the capzone increases. This prevents players from stacking on the edges because it will take 4 of them to offset 1 enemy in the center. It also can be used to concentrate the fighting on a certain location while still allowing players on the outskirts to know the status of the objective.
- Longer capture times. Each objective is an intense tug of war as players actually have the time to call for help or try to locate the enemy.
- Capture meter does not visually change when individuals enter the cap zone. The meter simply shows the colour of the current side that has the objective.
- Capture meter only changes when one side has advantage and is actually capping.
- To tell the players how they are influencing the capping process a simple opacity change in the capture meter could be used. When the player first enters the zone the meter appears and slowly becomes more opaque as he nears the central area.
I think a system like this would allow for players to sneak into an objective without the defenders noticing while still showing them all the necessary information once one side starts to actually start the capture.
I wonder how it would work (using Guppy's picture as an example) that if both sides have diffrent mutlipliers? For example defender would have 0.5 at the edge while 0.75 'at most' in the middle, while the attacker has greater penalty at the edge but have the full 1x multiplier on certain area(s). This would make "stack into the 1x room corner" defensive tactic less abusable in typical cornerwhoring way, but it would also prevent the attacker from finding the furthest edge of the capzone to stack up.
Putting it in more practical sense, defenders would have beter relative control of the area while the attackers could easily secure the area if they actually storm the place and start taking positions. Defenders would have some sort of reason to counterattack while the attackers would have a reason to attack and hold certain areas. Of course once the area is captured it would work both ways, I.E. if the map's original defenders want to take it back after the attacker took the objective. Sure this would require more or less thinking on the mapper's side about how to adjust the relative zones, but it could be quite huge improvement over the old system.
some of the least exciting gameplay in RO was being completely unable to take a point because of excellent defender advantage. Better for a point to go back and forth than for one side to control and another try over and over to get into a place and be beated back each time.
Zetsumei's proposal is interesting, elegant even, but I'm wondering how practical it is. I don't really have experience with mapping, can anyone chime in? How much work would this require, not just in implementing but in planning how it would affect the gameflow of any individual map? I could see it working really well in massive, multi-story buildings like factories, where the mapper has tight control over the flow of action.
Finally, I'm throwing this in the air for what it's worth, but I've always toyed with the idea of making the most important/contested areas require that they be completely cleared.
Let's say that the Soviets have two guys in the cap zone/building, and the Germans have one. The Soviets are slowly capping. Then two more Soviets join in, and the rate of capping doubles. But even if the meter reaches full, the objective doesn't change hands until the last German is eradicated/chased away.
This has the effect of the winning side still retaining a clear advantage - being a hair's breadth away from capping - but allows a tenacious underdog to frustrate and delay them until reinforcements hopefully arrive to tip the scales. This would work even better if it's an objective that can be isolated, cut off from reinforcements, with careful teamwork.
I'm not suggesting that every objective has such a cap system, but it could work well with the most crucial ones - such as those that advance the spawn area, once captured.