Capture system

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Princerunner

FNG / Fresh Meat
Oct 1, 2011
12
1
0
Sundsvall Sweden
In my opinion it seems like it punishes those who actually attack the capture areas because if you die you get no points for the capture even if you were vital in its capture; if you however run in at the last moment or hide in a corner all the time you get loads of points without helping at all.
 

Aethelwulf

FNG / Fresh Meat
Sep 1, 2011
14
0
0
This has made me grumble many a time. After single handedly holding down a point against hordes of Ruskies with my K98 I don't really get any points, my cries for help and constant typing of "Ruskies at point B, need support, I'm on my own here" go unheeded. I die and the point falls, my efforts all for nothing and my team don't even notice.

Secondly I lose count the amount of time I have held the Elevator Foothold on Grain Elevator on my tod, screaming for people to use the tower and come down the stairs to support me. Only for them to turn up five minutes later, drop a team grenade on me and proceed to cap the point. It's bloody frustrating.

In all honesty though I understand how this can be tricky to balance, many people currently complain that HoS is too fast paced and others still complain it is too campy. This leaves us with the questions; do we award points for sitting on a cap? Thus having more people foolishly charge into points? Also do we allow points for sitting on an objective thus promoting campers and having more games become a stalemate?

Perhaps with some tweaks that many are calling for the gameplay could change and the points for cap attack and defence could change but realistically as it stands in the current state of game I don't think it would really work. I personally believe the larger problem in itself is the capture and respawn system, objectives/capture areas are too large and too vague.

Right now in game you can be in an Obj in a good defensible position, outnumbered and ready to face down the foe, but some enemies are hiding outside the building along a wall, sadly there are more of them so the point gets capped switches team and your either killed for being in a protected area or cannot reclaim your asset, this ladies and gents is silly. They didn't personally clear out the building of enemies, they did not earn their objective.
Instead I would quite like it if most objectives weren't on the map but instead you had to gather and collect intelligence, both move and communicate with your squad, see where the enemy are massing and spawning etc. Perhaps Objectives would could be defensible positions and fixed assets like MG/Bird nests, even finding and killing commanders/squad leaders for intelligence, intel counting towards tickets etc.

tl;dr:

I often find myself dreaming for a smoother territory/countdown game mode merge, a refined squad based experience like that of the Project Reality Insurgency Game mode.

Thus ends the rant.
 
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PUTZ

FNG / Fresh Meat
Nov 21, 2005
4,563
634
0
Baltimore, MD, USA
In my opinion it seems like it punishes those who actually attack the capture areas because if you die you get no points for the capture even if you were vital in its capture; if you however run in at the last moment or hide in a corner all the time you get loads of points without helping at all.

This is a neat premise. I'm thinking something like awarding "x points" per "y time" you are in a cap zone. And a fixed reward for being in a zone at the end (like we have now). Since we already do have a score multiplier for capping a zone with other players, this seems like a logical addition.

For instance, you are the 1st into a zone, and stay there for 20 seconds (the cap is available, but at a stalemate, 2 pts/10sec) and you kill 3 people, and then the cap commences, and eventually gets captured. When it gets capped, you could get a score like this:

3 kills x 4 cap help pts + 10 cap = 12 pts

Perhaps, even this case could happen:

0 kills x 0 cap help pts + 10 cap pts & no assist points = 10 points.

Thoughts? :cool:

(seems like a cool idea for a teamwork mutator)
 
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joecheeze

FNG / Fresh Meat
May 19, 2009
193
26
0
in you're attic
This is a neat premise. I'm thinking something like awarding "x points" per "y time" you are in a cap zone. And a fixed reward for being in a zone at the end (like we have now). Since we already do have a score multiplier for capping a zone with other players, this seems like a logical addition.

For instance, you are the 1st into a zone, and stay there for 20 seconds (the cap is available, but at a stalemate, 2 pts/10sec) and you kill 3 people, and then the cap commences, and eventually gets captured. When it gets capped, you could get a score like this:

3 kills x 4 cap help pts + 10 cap = 12 pts

Perhaps, even this case could happen:

0 kills x 0 cap help pts + 10 cap pts & no assist points = 10 points.

Thoughts? :cool:

(seems like a cool idea for a teamwork mutator)

you mean 22 points in that first example right?
 

PUTZ

FNG / Fresh Meat
Nov 21, 2005
4,563
634
0
Baltimore, MD, USA
Technically yea. That seems a bit steep, eh? Maybe only a 5 point bonus for being in a cap when its taken? Or maybe none? Hmm...
 

Sir Roderick

FNG / Fresh Meat
Apr 19, 2011
264
68
0
Belgium, Limburg
Well you do get extra points for kills already, quite a few if both the killer and the target are in the cap zone. I should think that rewards those not hiding in a corner.

But a small reward for just being there seems reasonable.