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Captureable commander assets? (Firebases & Bunkers)

Posted: 2007-11-13 09:12
by MadTommy
Should there be some system of capping a bunker or firebase? / Should Firebases and Bunkers become capturable.?

What I would like to see discussed is…..

Firebases & Bunkers can be capped in a similar way to Flags…

Bunkers & Firebases can only ever be spawned at, if YOUR commander placed them.
You cannot spawn at a captured fire base or bunker, but you can get ammo and kits from them.
If you capture an enemy firebase the enemy cannot place another until the captured one is destroyed or recaptured back.
If you capture an enemy bunker the enemy cannot place another in that area, until the captured one is destroyed or recaptured back.

This is the basic concept…. There are details to be worked and discussed.

What do you think?

edit: its more about denying your enemy and adding a little extra for the attackers to think about.. i.e. do we have enough force to capture it or should we destroy it asap.

Posted: 2007-11-13 11:06
by MadTommy
...Add a ticket bonus if you keep the captured bunker or firebase for more than 10 mins for example, as happens with your own at present.

Posted: 2007-11-13 14:40
by ZaZZo
Good idea :)

Would be great instead of just people spawnraping them

Posted: 2007-11-13 17:07
by dbzao
Will be really hard to code it. Don't think it's a good idea.

Posted: 2007-11-13 17:10
by Rhino
wouldn't work too well combined with AAS, but if it had its own game mode dedicated too something like this may work, but would take a hell of alot of work most likley both from a mapping and coding perspective.

Posted: 2007-11-13 17:32
by MadTommy
[R-DEV]dbzao wrote:Will be really hard to code it. Don't think it's a good idea.
[R-DEV]Rhino wrote:wouldn't work too well combined with AAS, but if it had its own game mode dedicated too something like this may work, but would take a hell of alot of work most likley both from a mapping and coding perspective.
ok.. understood. Just a thought.... move alone nothing to see here..