But if you've many objectives to defend it's getting harder, anyway I should try it out, it sounds like TTR and it was funny.
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Vega-don said:theires people playing like that on the inf germany tdm server though
ant75 said:Well, i don't know why they keep playing these games, but i sure know why I 'm not playing them : it's because they're repetitive. Beppo haven't you notice by then that Inf players are an elitist community that pretty much despise every other "realistic" fps outthere ? In that regard, i don't think comparing Inf to other fps is a good way to make a point. Inf is better than most games outthere, please don't lower it by making comparison with other games being played by 14 years old. Inf community is quite mature and that's probably why it's very demanding when it comes to gameplay.
jaymian said:...After a 2 gig mutator and map DL, I was able to jump right into the action...
Cleeus[JgKdo] said:DTAS relies on the simplicity of the "mission". I agree that it hardly can be called a mission but there is a reason that it isn't: No respawns (Respawns are bad).
To accomplish a complex mission with multiple objectives there have to be respawns. Otherwise the game would reduce to a TDM and the last one or two surviving attackers have to accomplish the objectives that are left.
Respawns are bad.
Thats why the DTAS "mission" is so easy. It is just hard enough to force the attackers and defenders do something and it is easy enough to be accomplished with 1 live on each side.
Making the flag area a point, like the CD, or creating a need to extract (which would then be CTF anyway) would make the goal to complex to be accomplished without respawns.
Respawns are bad.
A solution would be a round-based EAS. Each objective has to be fullfilled in one round. Attackers spawn, defenders spawn - with 1 live, game runs and there would be only one objective (only one, thats important). If the attackers succeed, the next round will be about the next objective. If the defenders succeed, the attackers will have to try again.