Whoops, my bad, sorry.[R-TEC]Robbi187 wrote: but as I say, go hijack your own thread elsewhere please.![]()
I think it would have to work like this; without a more dynamic vehicle spawning system (kinda why I brought it up) it would end up being really "dirty." People stranded and frustrated in the middle-of-nowhere; would also turn into a game of kiss-chase with people more interested in getting into the radius and shutting down spawns (like the rush to get a flag to neutral in vBF2) than actually taking / keeping an objective.as a split game mode maybe...
I'm not really sure how it would work stand-alone; if the spawns just shift when over-run, where is the incentive to guard them? I can't see how you could work a bleed in, which is fine (another reason why I brought up my ideas on AAS) if you use another way of "keeping score" / incentivising objective-based gameplay. IE penalising a team 20 tickets or something for each flag lost (kinda like the current cache system where it penalises INS 10 tickets per cache until they lose, but with the team losing tickets as normal too); or via the economy based model I suggested.
I may just be misreading your suggestion though; I can't tell whether you are suggesting dynamic flags like in AAS v3 but making them spawnable unless captured, or if you are suggesting they are spawnable like caches and new ones pop up to replace the captured ones.
<addendum> Thinking about it though, it could add some much needed direction to the whipping-boy game-mode which is CnC in it's current incarnation.



