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CTF map design: fundamentally flawed?


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The way I'm used to doing combat, like CTF, is straight forward: 1) Obliterate the enemy 2) Grab flag 3) Run. In Tanki, this is a bit of a problem.

 

The way all (or just most?) CTF maps are designed - the respawns are AT the flag. What this means is that killing an enemy will not so much HURT them, as it will HELP. If you destroy an enemy - he'll arrive right at the flag to foil your flag capping attempts. The way I see it - the flag and the respawn area need to be some distance apart - and not in line of sight from each other, so that it actually PAYS to attack the enemy. The few seconds you spend as "dead" is nowhere near enough to make up for the effort of actually shooting people.

 

The way it is now - the best way to grab the flag is wait until the enemy is on the offensive, DON'T shoot the enemy, and grab the flag while the flag zone is empty. Personally, I feel this is a fundamental flaw in the CTF maps, that leads to slow games. In regards to capping, skill is second to blind dumb luck. When a team truly digs in, getting the flag becomes virtually impossible, as every lost tank is immediately replaced and positioned right next to the flag.

 

Flaw or feature? What do you think? You like it this way, or would you prefer battles to be more decisive?

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I like it how it is, it stops people from just going solo.

One person has to get the flag. Then 2 or more people need to lock down the area.

Unless he's on drugs, then it can go solo. Drugs ruin the game for me D:

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ya prevents solo idoits from coming in and stuff and i mean where else r u going to respawn if ur not going to respawn at base??u respawn in the middle of the battle field???that would suck for the snipers

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Drugs is another topic altogether. We all know that an enemy boosted on all three drugs is way too powerful. Personally, I'd like to see the drugs "nerfed" so that you can only use one type at the time, making it impossible to buff up on all three. On a map like Fort Knox, it's impossible to grab the flag solo. It's barely possible with a large organised attack. Unless of course, you use drugs - in which case one tank can grab it solo. As far as I'm concerned I think the drugs are already a problem, and I doubt better map design is going to change that very much. Assuming that there's no narc-tanks running around though... Fort Knox is a good example of an annoying map. Put a few tanks on defense, and it's virtually impossible to cap - without a massive drug infusion. On those games where people don't use them... the score can be 0-0 for hours.

 

And no, of course you shouldn't spawn in the middle of the battlefield... That would be stupid. Spawns would be better located "behind" the flag, in friendly territory, but still a short drive away from the flag.

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And no' date=' of course you shouldn't spawn in the middle of the battlefield... That would be stupid. Spawns would be better located "behind" the flag, in friendly territory, but still a short drive away from the flag.[/quote']

I agree, it should be like in massacre, but with the enemies flag on the side its actually supposed to be.

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I use to sneak to enemy bases without ANY killing, then kill key defenders at the base, grab the flag and run. Killing enemies in the midfield is really not an option. Many months ago developers discussed a possibility of elongation of the respawns but sadly nothing changed.

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I use to sneak to enemy bases without ANY killing' date=' then kill key defenders at the base, grab the flag and run. Killing enemies in the midfield is really not an option. Many months ago developers discussed a possibility of elongation of the respawns but sadly nothing changed.[/quote']

Too bad, longer respawns would help.

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