PF Prophet said:
check myunreal i play as much or more defence than i play field/arti-run
binery logic and i played alot of d togather
myunreal? myu? the crazy invasion+excessive server? hey i have lots of sweeet memories of there...
hmmm at least someone agrees with me, i dont know how many more cuts i can take to have a continuous positive outlook...
heheh yup a rubber band-style 'artifact trap' would be nice... like, both teams must fulfill a certain condition before artifacts can be taken, and the artifacts will always stay visible, tempting the rushers... and there would be something in the game that the rushers would never bother to carry out, and it will be precisely that which would trigger the artifacts to become active... maybe it can be put in as an enhancement-type mutator? like all spawn points must be captured on the map or something, the only way anyone would know if the deploy points are all taken is if one team takes all for itself...which would actually rarely happen, but if it does, oh well one team just plain sucks, no extra balancing neccesarry...(hmm i gotta stop this urge to balance everything, its a bad habit that stems from a bad experience i had as a child...)
umm and also , how does this sound to you--- xmp as it is now, you can only hack stuff thats not on your team... hmm... how about, you can walk up to a generator or spawn point thats already on your team, and 'push' it... as in, keep on hackign it, with the effect of shifting the game element to your team's favour... for example, going up to a friendly generator, and starting to hack it, your 'green stuff' that normally hacks something to your team now travels along the energy channels and begins draning the enemy's energy into your team's supply...if its a spawn point, 'pushing' it will shorten the time it takes for people to respawn there(imagine the hacking progress bar, and that the time that has to pass before another respawn occurs is represented in this bar, and it can be sped up by hacking like normal), while evenly delaying all the enemy's deploy points (they will just see their limbo counters reach zero, then count to negative numbers before they actually respawn)
standing next to a machine, spraying your green 'Matrix' ether stuff onto it hardly seems alot of fun,thats why this function shall be powerful... on average the time it takes to push a respawn point to actually respawn would be the same as the time it takes to hack a deploy point to your team, and the time it takes to draw enough energy to bring another system on your team (vehicles, supply packs, manned turrets, etc) online would be the same as hacking a generator over to your team...