
And for the overpop side, they can do that to a bunch of depots far more easily than you can.
With 1.31 that overpop attacker has two options:
- Put a lot of people into a few depots and cap relatively quickly. Getting it down to the sort of capture times we have now is going to take a lot of people. That's a lot more chance for you to get some of them into the spawn delay system. And each one you kill is going to add to the capture time without depending on you killing exactly the right one.
- Put a few guys into several depots and cap fairly slowly. The advantage here is the underpop side is going to have much more chance to fire at them. It's going to take several minutes for 2 guys to cap a depot.
And the book isn't closed on the design for the capture rules yet. We have several options we want to look into, such as faster capture/liberation rates for the underpop team; freezing the progress bar when a capper is killed or kills someone, either if the capper is overpop or generally.
The Capture System is an integral "Hard Coded" part of the server, but the rule system is written in such a way that the Producers/Designers can make sense of it and adjust it on-the-fly on the beta server so as to really get their teeth into it.
If you try the beta next week, you may notice another capture feature we're evaluating:
NOTE: soandso is capturing Antwerp-Schilde Depot.
These reports happen when someone pushes a progress bar over 10%, a maximum of once every 2 minutes per facility. They only go to your side, infact they are sent to the "Objective" channel. So you aren't going to get spammed with a million of them.
People always do it anyway, but sometimes don't have time to do it. Needs testing.
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