Better "Time Limit" mechanics?

  • Please make sure you are familiar with the forum rules. You can find them here:
  • Weve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:

    We've incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We've added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.

    For more information about our privacy practices, please review the new Privacy Policy found here:


FNG / Fresh Meat
Jan 2, 2008
I think RO2 is a great game somewhat marred by design decisions like the "lock down" feature that often curtails a round before it has begun. Further to this I find the default map limits are too short often with the time so slow reinforcements do not play a role. There a number of ways I have thought of that could improve the time limit without leading to what we all don't want to see - 1 guy left alive for 10 minutes.

1. A round starts with a time of say 15 minutes with a non stacking 5 minutes added for every objective seized (obviously this would need to be balanced for the different maps this is just for arguments sake). In this way instead of being punished until acheiving an objective (which I think lock down does) you are rewarded in succeeding at achieving an objective with a greater chance to succeed in the round as a whole due to earning more time in which to complete the remainder of your objectives. If however a team cannot seize an objective the round will not be unnecessarily prolonged giving you the intended benefit of lock down without being as harsh. TF2 has a similar mechanic I believe and it seems to work perfectly fine.


2. Reinforcements determine the length of a round and when they expire an arbitrary timer is implemented which can be added to as in my first example should the depleted team seize objectives proving (in theory) it isn't just 1 joker left hiding near spawn.

Would be nice to get some feedback on these ideas anyway :D.