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#1
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Two of the biggest complaints about the lockdown feature is the arbitrariness of a timer on early objectives (in close fights, an early timer end feels wrong) and that it encourages foolhardy rushing in where it may not always be productive. (In many cases counterproductive...a waste of reinforcements that can feel punishing later in the round even if the lockdown is overcome)
Some kind of overtime (I suggest indefinite --lasting until the lockdown objective goes 100% to one side or the other) in cases where objectives are still being contested at the time of lockdown is one solution. But the problems might be mitigated without even the need for an overtime by simply tying the lockdown not to a time-limit per objective(s) but rather a percentage (for example 50%) of reinforcements lost by attackers per objective(s), depending on the map. In cases of rolling lockdowns, rather than adding to the timer the lockdown would be based on a new percentage (depending on the map) of reinforcements remaining at the time of capture. That way, some sense of balance in attacking can be struck without compulsion. You will never see a timer tick down and feel compelled that your only choice is to rush in or lose. Teams that choose to rush in can still do so and succeed or fail still based on sheer numbers or skill. There also will never be a dead zone at the end of a timer where the entire team knows they won't have time to capture. Even if you can see your reinforcements fall to danger of losing on lockdown when the lockdown objectives have not been captured, you will have a sense that you are worth more alive than dead and the final capture effort can be more deliberate without taking too much time. On the other hand, a defense that is dominating can still be rewarded with a swift decisive victory, an aspect of lockdown that I find important to preserve. It balances with the attacker's ability to do the same if they are good enough. Last edited by MarioBava; 12-20-2011 at 12:11 PM. |
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#2
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Don't like it. Running out of reinforcements has a nasty habit of creating drawn out campfests by less useful members of the offensive team. Lockdown's supposed to avoid that, not instigate it.
Overtime is a reliable way to address close battles being ended by lockdown. Heh. I remember playing on Station, signing up late in the round on Axis. I then discover I've signed on for a loss, with lockdown timer at one minute. Many attackers were simply camping and sniping. I remarked, "Thank god for lockdown." The second round was a little better, we still lost though. It's too bad a lockdown timer end doesn't shuffle team members around in effort to rebalance. |
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#3
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Like I said in another thread, lockdown shouldn't be a timer in the first place, because time by itself means NOTHING and doesn't tell if the attacking team is doing well or bad. Faster gameplay, which is another intention of lockdown, also should not be forced, especially in a tactical shooter.
Like the OP said, lockdown should be based on the reinforcements (which don't mean nothing in most of the maps, because teams rarely run out of them), but it should take into account the losses of the defenders as well. Lockdown should be a comparison between the losses of the attackers and the losses of the defenders during a specific time, of course letting the attackers lose X times more than the defenders on a number specified by each map. Say a map establishes a ratio of 3:1 as a limit, which means the attackers can lose up to three times more men than the defenders, and if the attackers start losing more than that during a specific time determined by the map (like 3min) without returning to a ratio within the limit determined by the map, lockdown will be activated. After lockdown's been activated, the attackers are given three more minutes to return to a ratio within the limit. To do so they should be more careful with their reinforcements and kill more enemies. If they manage to do so, the lockdown timer stops and they'll have to stay three more minutes within that limit to cancel lockdown and the process gets back to the start, but if they cross the limit once again durign that time, the lockdown timer returns to where it stopped. The defenders would have to manage their reinforcements as well as the attackers, so that would be the most fair option of lockdown IMHO, though it's a lot more complex. I think that's the only way lockdown would work properly and fairly.
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#4
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I'm glad you liked my idea.
![]() I support your notion, of course. Lockdown is suppose to encourage the attacking side to attack and capture objectives. Implimenting a Lockdown timer for defenders may defeat the purpose as they have no pressure to defend a given objecitve(s) for any given time. What could be done is impliment Lockdown for objectives lost by defenders. Meaning that they only have 8 minutes, for example, to counterattack and recapture lost objectives. If they fail, the objectives are permanently lost for that round. Reinforcement depletion for defenders to recapture lost objectives should not be severe; but then again, certain objective could be considered more pertinent than others. Reinforcement percentage loss in conjunction with Lockdown timer should coincide with the historical context of the map and battle it emulates. So, the Germans may only lose 15% of their reinforcement pool after Lockdown on Spartanovka (early days of Stalingrad). While reinforcement loss may be greater for battles which take place later in the battle. I don't like Lockdown. But I would enjoy Lockdown if this sort of feature was added. I hate ending a game prematurely. On the other hand, Lockdown can be a blessing, ending a game which has bogged down into a slaughter for attackers.
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PC - Model 5150, Intel 8088 4.77 MHz, 256 KB ram, CGA Graphics, MS-DOS, CP/M-86, USCD Pascal |
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#5
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#6
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Last edited by MarioBava; 12-21-2011 at 01:13 AM. |
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#7
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#8
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It's still an interesting idea. Last edited by MarioBava; 12-21-2011 at 04:12 PM. |
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#9
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#10
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#11
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What about tying it to say kills per minute instead?
That way the people hanging out in the back sucking at the game still initiate lockdown, but the ones who are actually doing some mid-range sniping and being productive don't. Tangentially related note: countdown should ALWAYS stop if there is a cap in progress. By either side, and even if only for a split second. Can we get that change too?
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Sounds of the Soviet Union From the Soviet Union, Mika with the power of Wind! If you do this for an edge, you should be banned. |
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#12
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I resist this idea because I interpret the lockdown mechanic beyond a simple motivator for attackers to try to move forward. I also see it as a victory option for defenders. I know not everyone agrees. But I like being able to "lock down" the first few objectives as a victory option when on defense. There's also a risk/reward element to it. If the defenders want to lock it down at all costs but ultimately aren't good enough to hold the attackers back, the aggressive effort could come at too great a cost in reinforcements. In Ostfront, attackers could always, if they were really good, win rounds very very quickly by sweeping through the map, but for defenders to win it always took the entire round. With lockdown defenders now have equal opportunity to win quickly if they are really dominating (or the attackers are really bad). If you stop the lockdown timer every time the objective is being attacked, attackers could spend a lot of time trying and failing to capture the lockdown objectives and still get rewarded for the failure, just making it take longer for a solid defense to secure a win even though the attackers will have nothing to show for it. It's an E for Effort. Imagine in baseball the guy at the plate gets a reward 4th strike as long as was swinging at the first 3. Or in football the team with the ball gets rewarded an extra minute of overtime for every minute they spend in the defense's territory. Running with that analogy, however, my indefinite overtime idea is similar to the rule in football that when the game clock winds down during a play, the final play must finish before the game is declared ended.[QUOTE=Tak;992634]What about tying it to say kills per minute instead? That way the people hanging out in the back sucking at the game still initiate lockdown, but the ones who are actually doing some mid-range sniping and being productive don't. Do you mean that at the end of the lockdown timer if the attackers have a kill/minute ratio above a certain threshold the round continues and if below, they lose? I don't think we should divorce the lockdown mechanic from objective capture. Teams should only be concerned about kills insofar as necessary to claim and secure objectives. |
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#13
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Last edited by MarioBava; 12-22-2011 at 12:27 PM. |
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