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Thread: Flag Spawning Wonkiness

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  1. #13
    On spawn locations: if the 2 companies are relatively close to each other (supporting each other's push), then the default spawn could be advanced a bit towards the location of the 2 companies, on the nearest map periphery away from the objective. That would not only alleviate the spawn situation but also induce variation in gameplay (instead of the north south spawn axis at the start of the match, for example, you can move your spawn to the west side and attack from there. It's be like playing another map. The spawn gets further away toward the original spawn when the distance between the 2 companies opens up (determined by their respective commanding officer or flag bearer locations)

    On spawning uncertainty: this needs to be addressed. At the very least a clearer position in the flag queue and queue resuming when the flag is picked back up or returns to at least skirmish range

    On flag bearer being defenceless: the pole together with the tip at the lower end constitutes a sort of pike that could be used in an extreme situation to stagger or even hurt a charging enemy. The bearer would need to keep the pole above the head so as not to let the flag in the mud too much and thrust downwards. Your vision would be obstructed about 50% by the cloth when doing this. The move should be only when stationary, have a long recovery period and have more reach than a bayonet charge. As the flag is heavy, the attacked player would stop and stagger for a time, wounded or not. Anything to give the flagbearer a bit of defensive capability and keep his interest in the game while sacrificing his fun for the team.
    Last edited by EneCtin; 05-16-2019 at 05:20 AM.

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