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Idea Flag Cooldown After Cap

Discussion in 'Capture the Flag' started by Skarm, Jan 23, 2016.

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  1. Skarm

    Skarm Active Member

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    after capping the flag the flag is restored back to the enemy base. this leads to steamrolls because when half of the defense is gone, the flagroom can easily be taken over. this could be considered a fault of the defensive team, but most times there is almost no way to recover from that situation and you lost the game even the when score is 1/3. i suggest adding a cooldown from when a flag is capped, both flags are put on cooldown for # seconds. this gives both teams a chance to regroup and retake the flagroom, or do anything else. for the offensive team, you can still wait for the flag to return in the flagroom and gives a chance for the defensive team to attack, it just needs a bit more teamwork to hold the flagroom until it returns. yes this does take away from the fast paced wacky crazy ctf XDD but if something like this happens you will just keep losing more, with no chance to recover.
     
    • Creative Creative x 3
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    • Agree Agree x 1
  2. Cliff_92

    Cliff_92 Well-Known Member

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    honestly creative af
     
  3. Nohox

    Nohox [MCPVP]

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    I feel it would create more frustration than fix something. Imagine you're the capping team and you are desperately waiting for that flag to return, but the enemy arrives just in time before the flag reappears. The cappers shouldn't be punished for the other team not being able to maintain a solid defense. Plus people will start asking why the flag isn't back even though it was capped by the other team.

    You can recover from that situation, but most of the time your teammates don't care about making your flag room safe. Regularly checking the flag room should be part of every game of CTF.
     
    • Agree Agree x 7
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  4. TheZombieKat

    TheZombieKat CTFer since May 2012

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    And I'm not sure about this idea. It creative, I'll give you that. However, it's a team's fault if they don't have a constant defense. Like @Nohox said, the capping players shouldn't be the ones punished.
    Also, you do know there's a Server Ideas section, right...?
     
    • Winner Winner x 1
  5. Plautius

    Plautius Well-Known Member

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    temtwurk temtwurk temtwurk

    'tis tem game

    for real, one player on core is enough in most cases. either he goes pyro/assassin or he goes heavy to clear the flagroom, your spawn is usually closer than enemies spawn so you can manage alone in every case (except for cheapness, eg medic team)
     
    • Agree Agree x 2
  6. Skarm

    Skarm Active Member

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    this was less so about the stealing, and more so about how easy it is for a flag carrier once out of the flagroom to cap. on most "match" maps, the defense flagroom to offense flagroom is shorter than the defense spawn to offense flagroom. this brings up mobility again, and there are only like 4 classes (archer, ninja, assassin, and soldier) that can kill the flag carrier in that situation. i felt that stopping the instasteal after cap was a better solution than either making all classes able to have a chance to defend, or changing the maps so spawn is infront of flagroom (which leads to spawn killing) stealing / killing on a 1 person defense (i don't think i saw a team in tourney that had more than a pyro on defense when flag was stolen) is so easy, really the only chance being an instakill (but the same could be said for any 1v1 with an instakill related to the objective) once the flag is out of the flagroom, there is almost no way for a defense to recover. an offense will always have more people than defense if there is someone not recovering on defense, and if you choose to try to recover, the remaining defense should not be able to hold against the offense because if there wasn't enough people supporting flag carrier, then the rest of the offense is probably attacking flagroom which now doesn't have enough people to defend because they needed to recover, leading to another steal.

    there's too much in favor of offense. that's what i meant when i said "give the defense a fair chance" if you have just capped, there's a better chance of you getting another steal right after a cap, and if you already capped once, you don't need a better chance to try and cap.

    oh and i post here because more people look here than in the server ideas section (if you are comparing views to views)
     
    • Like Like x 1
    #6 Skarm, Jan 23, 2016
    Last edited: Jan 23, 2016
  7. misterslime

    misterslime Well-Known Member

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    IDEA!
    Cooldown Takes 10 seconds
    While cooling down you cant cap!
     
  8. Nohox

    Nohox [MCPVP]

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    Um, the post was against cooldowns in general, and having a cooldown between caps means you won't be able to cap in under ten seconds but still steal immediately..
     
  9. misterslime

    misterslime Well-Known Member

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    too bad for the other team than! :grinning:
     
  10. Plautius

    Plautius Well-Known Member

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    too bad for u than cuz dat shet is bullshet
     
  11. misterslime

    misterslime Well-Known Member

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    :frowning:
     
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