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Old 10-08-2009, 03:57 PM
RAFTER RAFTER no ha iniciado sesión
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Default 1.31 Capture Article Discussion

Capture Changes Coming in 1.31

Please discuss below.
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Last edited by RAFTER; 10-08-2009 at 05:23 PM..
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Old 10-08-2009, 06:06 PM
noda503 noda503 no ha iniciado sesión
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Default Re: 1.31 Capture Article Discussion

When a AO is setted up in a town, the first appear in 1.30 is the table, and after the radio. With new feature how do we know that a cp is capturable or not. Are there any timer? or only the icon?, the timers are the same of those in 1.30?.

Thanks in advance and good work Rats you are doing an amazing all new "creature".

S!
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Old 10-08-2009, 06:07 PM
romzburg romzburg no ha iniciado sesión
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Default Re: 1.31 Capture Article Discussion

I understand it this way:

It only takes 1 enemy to start the capture timer, even if there are 5 friendlies inside.

The only way to stop capture is to kill all enemies, so theoretically, 20 friendlies in a capture building would still lose the building to one player, if no one was paying attention?

So in a heavy battle where the enemy had a good spawn nearby, and they keep rushing inside the building, only to die after 2 seconds of being inside, they would eventually capture that building even though the 3 friendlies inside keep killing them. If they can get in the door and stay alive a couple seconds, the timer goes in their favor.

So three guys killing every enemy that enters that building within a few seconds of the enemy getting inside are still going to lose the building.

I know that's an extreme situation, but I just want to be sure I understand the mechanism.

I would think that an enemy has to be in the building for 10 seconds before the timer starts, or something like that. That would prevent a cap situation like what I described above.
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Old 10-08-2009, 06:13 PM
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Default Re: 1.31 Capture Article Discussion

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Originally Posted by romzburg View Post
So three guys killing every enemy that enters that building within a few seconds of the enemy getting inside are still going to lose the building.
Yes, I suppose if a new enemy infantry entered the building the exact moment the previous enemy infantry died, then the capture process would remain uniterrupted. if they don't, then the capture begins to degrade at rate 2x as fast as the capture rate (pending test).

We talked alot about a "pause" that provided the wait time you might be asking about before a capture can progress once it is interrupted.

We are open to looking at that but before adding that, we wanted to play test what we've got in beta.
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Old 10-08-2009, 07:04 PM
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Default Re: 1.31 Capture Article Discussion

So it seems that 1 enemy LMG in a bunker holding off 10 friendlies in the bunker is a capture. This is a likely scenario. An LMG can easily hold off many for a few minutes. Should that really be a capture.?

It seems to me that the side who has the most boots in the building should have the timer move in their direction. Doesn't have to move slower or faster but it would stop one guy with an LMG holding off many and getting the capture for that.
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Old 10-08-2009, 08:12 PM
romzburg romzburg no ha iniciado sesión
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Default Re: 1.31 Capture Article Discussion

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Originally Posted by eigenman View Post
So it seems that 1 enemy LMG in a bunker holding off 10 friendlies in the bunker is a capture. This is a likely scenario. An LMG can easily hold off many for a few minutes. Should that really be a capture.?

It seems to me that the side who has the most boots in the building should have the timer move in their direction. Doesn't have to move slower or faster but it would stop one guy with an LMG holding off many and getting the capture for that.
Agreed. There should be a multiplier for infantry present both for defending and capping. This would encourage people to work together more.
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Old 10-08-2009, 08:50 PM
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Default Re: 1.31 Capture Article Discussion

Instead of lat/lon in the HUD element when near a capture building, how about an arrow showing the direction? Much more useful and a bit more realistic.
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Old 10-08-2009, 10:19 PM
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Default Re: 1.31 Capture Article Discussion

I was really depressed when I heard they where doing away with tables and would be more of a area capture becuase as a mostly smg player I enjoyed it. However to my delight its really mostly the same but now you can shoot to! But is capture buildings still what you have in mind for the game long term or is a much larger area with no buildings needed still the goal?
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Old 10-09-2009, 12:02 AM
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Default Re: 1.31 Capture Article Discussion

OK: I am in a capture building, an enemy enters, the red progress bar starts moving. I kill the enemy, the arrow switches and progress bar degrades faster. Fine. What if I am outside the building, and kill the enemy through an opening? Does it revert the progress or should I step inside?

To reclaim a captured building, I suppose friendlies have to step inside. Will they have to stay there during the complete process, or could they leave the building while the process is under way?
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Old 10-09-2009, 10:32 AM
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Default Re: 1.31 Capture Article Discussion

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Originally Posted by zakk View Post
OK: I am in a capture building, an enemy enters, the red progress bar starts moving. I kill the enemy, the arrow switches and progress bar degrades faster. Fine. What if I am outside the building, and kill the enemy through an opening? Does it revert the progress or should I step inside?

To reclaim a captured building, I suppose friendlies have to step inside. Will they have to stay there during the complete process, or could they leave the building while the process is under way?
The capture begins to degrade once there are no enemies alove in the building. That's the only condition that has to be met.
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Old 10-09-2009, 10:42 AM
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Default Re: 1.31 Capture Article Discussion

Rafter - just wanted to throw out something to keep in the back of your minds when testing and that is spawn delay.

I don't really have any concerns, but rather just wanted to tickle your brain in case you hadn't considered that type of test case. Even beyond that, you may open up an opportunity for the future removal of spawn delay by varying the capture rates based on population.
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Old 10-09-2009, 11:06 AM
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Default Re: 1.31 Capture Article Discussion

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Originally Posted by RAFTER View Post
The capture begins to degrade once there are no enemies alove in the building. That's the only condition that has to be met.

So they don't have to be alive just not in love anymore?

So sad.
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Old 10-09-2009, 12:18 PM
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Default Re: 1.31 Capture Article Discussion

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Originally Posted by MOTORMOUTH View Post
So they don't have to be alive just not in love anymore?

So sad.

:facepalm:
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Old 10-09-2009, 02:16 PM
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Default Re: 1.31 Capture Article Discussion

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Originally Posted by eigenman View Post
It seems to me that the side who has the most boots in the building should have the timer move in their direction. Doesn't have to move slower or faster but it would stop one guy with an LMG holding off many and getting the capture for that.
Agreed.
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Old 10-09-2009, 02:51 PM
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Default Re: 1.31 Capture Article Discussion

Testing and player feedback could see some changes. But the initial implementation will be basic. No sense in sending it out fancied up until we know that the basic premise will improve gameplay.
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Old 10-09-2009, 04:56 PM
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Default Re: 1.31 Capture Article Discussion

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Originally Posted by MOTORMOUTH View Post
Testing and player feedback could see some changes. But the initial implementation will be basic. No sense in sending it out fancied up until we know that the basic premise will improve gameplay.
I have to agree with he posters above. In the current implementation this will make things worse unless the requirement for the enemy to outnumber the defenders is added. Otherwise one well hidden, sneaky, or good shooting enemy can effect a capture over superior forces.
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Old 10-09-2009, 05:08 PM
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Default Re: 1.31 Capture Article Discussion

Ok Rafter, as I understand it so far, If one defender is in the building and no one else has entered then it is full ownership of that side.

So if it is one defender is in the building then one enemy enters, the timer starts in the the enemy direction.

Why?


One on one is equal. It shouldn't move, that way an attacker knows that there is an enemy inf in the cp and he must kill him, the same as if a defender enters the building he should see the timer at the % of capture and know that there is an enemy present.

Two on one should start a slow progress, more it goes faster until it reaches its full capture speed, unless the enemy there is killed, then it is normal speed. This way both know that there is an enemy presence in the building, and the fight begins, no cheap captures of hiding some where.

Just a thought.
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Old 10-09-2009, 10:11 PM
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Default Re: 1.31 Capture Article Discussion

At first reading I had similar concerns that a lot of others have expressed, but upon thinking about it what I like about the "burden is always on the owner of the building to keep it" idea is that in many situations it will work to lessen one of the main complaints this game has always had regarding capture: The fact that the defender spawns right next to their objective.

It will be much harder for a defender of an overrrun area to stop capture now. Right now as long as the defender can jump somebody out of the depot long enough to spray a few bullets in the capture building before dying, they can often prevent capture. Now they will actually need to hold fairly consistent control of the bldg.

I do have some worries about it also, but I'm sure if anything is massively wrong with the idea it will become clear in open beta.
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Old 10-10-2009, 06:20 AM
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Default Re: 1.31 Capture Article Discussion

I hope you will use this opportunity to:
  1. Require 3 or more inf to begin the capture process.
  2. If the facility is a depot, then disable spawning from the attached depot spawn while the capture process is in progress.
That will be the end of moles trying to capture spawnable depots.
I wouldn't call a group of 3 infantry at a depot moles, at least this is better than letting them capture 3 different depots at the same time.
It will change the gameplay towards being more fireteam-oriented.

Disabling the spawn will get rid of the need to spawn-camp a depot to capture it, it should only be necessary to kill the guards once.
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Old 10-10-2009, 06:59 AM
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Default Re: 1.31 Capture Article Discussion

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Originally Posted by Sockless View Post
I have to agree with he posters above. In the current implementation this will make things worse unless the requirement for the enemy to outnumber the defenders is added. Otherwise one well hidden, sneaky, or good shooting enemy can effect a capture over superior forces.

"well hidden"?

How well hidden can you be in any WWIIoL building?

I have serious concerns about this.

Basically, this new mechanic with the HUD completely favours the overpop side.
There is no longer any chance of a 'stealth cap' - which in many cases was the only real hope for the low pop side to get a leg up in the battle.

The buildings themselves may be bigger - but the HUD completely negates any size.
As a defender... I simply wait in the building and the instant my HUD starts to move I do a room search and I keep searching until my HUD tells me I am done.

This really is going to hurt the attacker and low pop attacks will probably cease completely. So if one side is usually underpop compared to the other their morale will collapse very quickly after this feature is introduced because they will have to be lucky to ever make a cap.

In fact, even liberating might prove difficult?

*might do a re-read of all this because maybe I missed something and am way off base here (hope so) but I have serious concerns.

My prediction is that battles that don't very quickly seize the spawn points and maintain momentum will be abandoned very quickly by HCs who will pull the AOs (That's what I would do)

Spawn CPs will become 'fortresses' at the expense of other parts of town and CPs.
The end result will be 'ant trails' from spawn points to those CPs.

*More than prepared to have these arguments rebutted - I really hope I mis understand.
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