CAS_ual_TY wrote:So, when the enemy takes a flag your team owned, and fully caps it, you lose 30 tickets. This encourages you to attack enemy flags.
However, you could change this a tiny bit to also encourage both teams to not only take flags from the enemy, but also neutral flags in the beginning:
Currently:
- You lose 30 tickets when a flag you once owned goes neutral and is then capped by the enemy
Suggestion:
- You lose X tickets when you lose a flag that was yours.
- You gain X (or Y) tickets when you cap a flag that was neutral.
This change would only slightly change the Pub gameplay, but would have a huge impact on "competitive" (if it happens, hehe) play.
This change of getting additional tickets in the beginning would could also be adjusted by reducing the ticket amount in the beginning a tiny bit.
Thanks for reading!
Not certain what you are suggesting here.
As you've pointed out, currently, you lose 30 tickets when losing a flag that you "owned". Then you go on to suggest that you should "lose X tickets when you lose a flag that was yours."
You suggestion doesn't appear to be anything different than the current model, so perhaps you could clarify on this point.
As for the neutral flags, I believe that a ticket gain is in order, since as things are currently, there is absolutely no incentive to cap neutral flags, and there is a lot more incentive to allow the enemy to capture these neutral flags, due to the 30 tickets loss you will inflict on the enemy if you can re-take the flag from them, along with not risking a 30-ticket loss by capping these neutral flags yourself.
When I squad lead on Ia Drang, I always make certain to not cap the center flags at the beginning of the round, and most of the time, I manage to convince the team to not cap any of the three flags. Once these 3 flags have been capped by the enemy (ppl usually can't resist more than 10 mins), our team, most always, manages to re-capture these three initially-neutral flags, thereby robbing the enemy of 90 tickets fairly easily, a loss they normally cannot recover from.
The first time you lose control of a flag that you had capped when it was neutral from the beginning of the game, this first, initial loss of this flag should not lose you any more than 10 tickets, and perhaps, the initial cap of such neutral flags could gain your team maybe something like 5 tickets.
The reason I'm suggesting a 5-ticket cap gain for the initially-neutral flags (rather than a larger ticket gain) is that it might be rather tiresome to always, at the start this map, to have absolutely no choice but to make a mad dash for the flags for fear of a large, crippling ticket differential right at the very beginning of the round, should your idiotic Pub team not muster a proper, quick deployment, and right away, you find yourself at a 60-ticket disadvantage (assuming 20 tickets gain per neutral flag).
It would be pretty demoralizing to find yourself at a 60-ticket disadvantage at the beginning of the round if your team did not have proper Trans, or if some morons took off with 3/4 of the Trans vehicles being only 1/4 to 1/2 full (this would cause a lot of friction, no?).
Now some might point to my above-mentioned strategy of not capping the flags and the associated ticket-loss inflicted on the enemy when you re-take the flags from them as being no different than the point I'm making in the paragraph just above... but when you choose to take flags, knowing full well that if you lose them you will be losing the tickets... now that's a whole different matter than what I'm mentioning in the above paragraph, since this round-start situation that I'm talking about just above here, and its consequences are pretty much beyond your team's squad leaders' control.
Which is why, as I was suggesting 3 and 4 paragraphs above, a small ticket gain for the initial cap of the neutrals, and a small ticket loss for the initial loss of said neutrals would make the loss of these initial flags not significantly devastating, and the capture of these flags not absolutely critical, but still very viable cap options.
The best of both worlds.
As it is now, the round-start neutral flags are poison.