Instead of arbitrary capture speed how about we make it so that the attackers have to kill defenders on the objective to speed up the capture speed of the objective.
And as usual anyone’s free to add or expand upon this idea
Instead of arbitrary capture speed how about we make it so that the attackers have to kill defenders on the objective to speed up the capture speed of the objective.
And as usual anyone’s free to add or expand upon this idea
I’m pretty sure this is exactly how it works in the game right now. The capture speed is determined by how many attackers you have on point minus how many defenders there are
For example if you have 10 attackers and 5 defenders, the capture speed is the same as if you had 5 attackers and 0 defenders
What I’m saying in this post is if the attackers kill defenders on the objective it will make the capture speed go up
Killing defenders on point = less defenders on point = faster capture speed
I’m saying this already exists in the game
What I’m saying is if the attackers kill defenders on the objective it will increase the capture speed because right now if defenders are not on the objective and someone rushed to the objective they can start capping it before the defenders even get there
Or they could just add a 30 second cooldown before you can start capturing like the one they have in confrontation. Far easier to implement than whatever you’re suggesting
We have been asking for that for who knows how long so I think it would be better if the attackers just have to spill some blood if they want to speed up the capture of the objective
I’m actually in agreeance here. Its a very valid point.
The instances that are currently causing a major issue and that isn’t being addressed correctly by developers is that defenders often can’t effectively pull back in order to defend the next objective, and even if they do manage to get back, they are sitting ducks with no fortifications that are capable of slowing down attackers.
Therefore they are getting hit hard by the full force of attackers when they cannot adequately play defense.
In ADDITION, there are numerous instances where attackers can capture objectives without really entering the fight, such as many of the bunker objectives, and can capture it just by stacking their AI up in the area outside of the actual structure, allowing them to capture it without really fighting the defenders within the objective.
So what @Greyparrots is proposing is that rather than the current system where it just takes a bunch of attackers getting on the point to capture it faster, which allows them to capture without contest, they actually need to kill defenders FIRST in order to speed up the capture.
What this would look like in my opinion is that once the objective goes live (is no longer locked), attackers can only capture it at the rate as if a single soldier were on it IF THERE IS NOT ENOUGH DEFENDER PRESENCE to fill the bar at least half way.
This allows defenders a chance to actually take over the objective before the attackers just outright cap it.
This would greatly help to prevent instances like paratroopers spawning directly on the next objective as well as numerous other issues.
While I think this is something that should be implemented regardless, I think it would go hand in hand very well with
And this will also stop DF from doing any type of handicaps or breaking certain mechanics because that mechanics broken and this will force players to actually use mechanics like they’re supposed to instead of just relying on broken mechanics.