MJ1284
Member
I've ran into this scenario more than once on CTF servers: One side keeps winning because other team has 2 cappers at max and little to no chasers. So why not make the best of it?
Offense vs Defense CTF concept:
- Game is broken down into 10 stages, each stage lasts 2 ½ minutes or until
a) Offense makes successful cap
b) Defense rebukes Offense (kills all Offense & cappers within certain radius) and/or returns flag 5 times
- At end of stage, one side gets a point, based on how well they did. If Offense is still in middle of capping, time gets extended based on how close they are to capping (to prevent rabbiting). If Offense fails to cap within overtime/Defense manages to kill capper point goes to Defense automatically.
- At end of each stage, teams get reversed, ie. Offense switches to Defense and vice versa.
- EGrab is disallowed, so is rabbiting: This is so neither side would abuse stalling tactics.
- Team with most points after all stages win, in case of tie there'd be Overtime Round to determine winner.
Offense vs Defense CTF concept:
- Game is broken down into 10 stages, each stage lasts 2 ½ minutes or until
a) Offense makes successful cap
b) Defense rebukes Offense (kills all Offense & cappers within certain radius) and/or returns flag 5 times
- At end of stage, one side gets a point, based on how well they did. If Offense is still in middle of capping, time gets extended based on how close they are to capping (to prevent rabbiting). If Offense fails to cap within overtime/Defense manages to kill capper point goes to Defense automatically.
- At end of each stage, teams get reversed, ie. Offense switches to Defense and vice versa.
- EGrab is disallowed, so is rabbiting: This is so neither side would abuse stalling tactics.
- Team with most points after all stages win, in case of tie there'd be Overtime Round to determine winner.