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Re: Part 7 - Invasion Control gametype | |
Posted By: Hoovaloov | Date: 3/26/12 1:51 a.m. |
In Response To: Part 7 - Invasion Control gametype (RC Master) : No map control in Invasion Hoovaloov? This gametype is pure map control. :) Now this is a gametype I would try! Sounds really interesting, and I like how weapons are dropped in as soon as the territory is controlled. That helps encounters become varied quickly. My only concern would be that as the map "expands" in later rounds, teams will have an even more difficult time pushing across the map to take back the territories. As the game goes on, it seems like teams do more walking, not less. I would suggest reversing the flow of the gametype. Have the early stages start with territories that are farther away, and as the game progresses, force the teams to fight over more centrally located territories. So to use you marking system: The game opens with territories 1 and 5 being open. Those are easy enough to get, and only a vastly superior team could trek across the map and take over the other team's territory. Later, territories 2 and 4 open up. Now the teams are closer, the action is a bit more frantic, and teams have a decent chance of pushing up and taking control of at least one of the enemy's territory. And lastly, the territory 3 opens up, creating a fight for map control, but also allowing sneaky tactics like flanking all the way around to capture the farthest territories (1 and 5) while the other team is focused on the middle. Basically, the game might be better served by building the action towards the center of the map as the game progresses instead of encouraging teams to push to opposite sides. Overall, it sounds pretty cool though. :)
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