MJ1284
Member
Anybody got creative solution on how to encourage people to learn capping the flag instead of camping next to enemy flag stand?
So far I've come up with one idea, mentioned in thread "weapons you would like to see", for those who don't feel like digging it up on Suggestions -section I'll repeat myself here:
Incendiary mines.
Yes, simple and effective solution. Needs moar explaning? Fine:
- Each mine would last for reasonably long period, there would be a cooldown period when your team can plant another mine (ie. no "Eternal Flaming Zone" because that would be considered OPed), this would make mines more of an tactical tools to hold off "choke points" rather than some mindless spam weapon á la Grenade Clusters, to prevent spamming there would also be an upper cap on how many mines you can have active same time.
- Fire will cause DoT (Damage over Time), longer you stand on flames more damage you take. DoT ends right after you exit the flame zone (sacrifices bit of realism, but atleast it won't be too OPed).
- Damage also depends on the speed you pass through the flames. Walking through the flames is pretty certain death while cruising through with 150+ you'll simply "fly through" the flames (which will cause very little to no damage at all). I think it's rather realistic, if a solid object flies through flames with high speed the air waves will temporarily push flames out of it's way, thus it won't catch on fire.
This would also amp up Flag D (which, if I remember correctly, many people complained it's too hard). What I had in mind was that these mines would make llamaing considerably harder while posing little to no hindrance to a person who knows how to ski and grab properly.
But surely you folks have better ideas how to make llama capping less appealing? Tribes -games had turrets which eliminated llama tactics rather effectively, but we're not getting turret in Legions (atleast anytime soon) so let's not turn this topic into yet another "Me wants turrets!" argument.
So far I've come up with one idea, mentioned in thread "weapons you would like to see", for those who don't feel like digging it up on Suggestions -section I'll repeat myself here:
Incendiary mines.
Yes, simple and effective solution. Needs moar explaning? Fine:
- Each mine would last for reasonably long period, there would be a cooldown period when your team can plant another mine (ie. no "Eternal Flaming Zone" because that would be considered OPed), this would make mines more of an tactical tools to hold off "choke points" rather than some mindless spam weapon á la Grenade Clusters, to prevent spamming there would also be an upper cap on how many mines you can have active same time.
- Fire will cause DoT (Damage over Time), longer you stand on flames more damage you take. DoT ends right after you exit the flame zone (sacrifices bit of realism, but atleast it won't be too OPed).
- Damage also depends on the speed you pass through the flames. Walking through the flames is pretty certain death while cruising through with 150+ you'll simply "fly through" the flames (which will cause very little to no damage at all). I think it's rather realistic, if a solid object flies through flames with high speed the air waves will temporarily push flames out of it's way, thus it won't catch on fire.
This would also amp up Flag D (which, if I remember correctly, many people complained it's too hard). What I had in mind was that these mines would make llamaing considerably harder while posing little to no hindrance to a person who knows how to ski and grab properly.
But surely you folks have better ideas how to make llama capping less appealing? Tribes -games had turrets which eliminated llama tactics rather effectively, but we're not getting turret in Legions (atleast anytime soon) so let's not turn this topic into yet another "Me wants turrets!" argument.