EAS Mutator Suggestion

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jayhova

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Feb 19, 2002
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I was thinking it would be nice if there was an overtime in the EAS round that gave you a bonus for extracting with as many people as possible. It could work like this: When the objective is acomplised the round goes into bonus overtime. When all of the team members reach the extract point the round ends. Alternatly all the members at the extract point may vote to extract at anytime. The bonus points are based on the number of live team members who are at the extract point when the bonus round ends. You could also have a minimum percentage requirement at the extract point, say half or a third of the team or a minimum number 2 or 3 in order to vote to end the round. This would prevent one guy from voting to extract and leave the rest behind (screwing his team mates out of the bonus points).
 

jayhova

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-reaper- said:
And the bonus points matter how?
It would count toward your total score just like surviving team members now accept there would some incentive to get as many of your team mates to the extract point alive as possible without locking your team into waiting at the extract point until every member has made it out.
 

jayhova

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keihaswarrior said:
I think this would better if it was decided by the mapper and implemented as an objective (similar to Mostar)
Most of the EAS maps (all the ones I've seen) use the insertion/extraction model where the round ends when the player with the goal reaches the extract point. While this is realistic in a football game (American), it's not very realistic in a tactical combat situation.
 

jayhova

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Feb 19, 2002
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Does no one but me like this suggestion?? I expected more comments than this. The suggestion was made in response to the suggestion of having everyone at the extract point before you could extract. This was judged to be unworkable because it would be too much like herding cats. There would always be one guy who wouldn't be at the extract point and this would spoil the round for the rest of the team. Of course this would mean that someone would wind up killing themselves so that their team could extract. This was judged to be unacceptable and I can certainly see why. However IRL a team's performance is judged on how many team members got out alive. In INF it's more like a football game where the only guy who counts is the guy with the ball (disk). IRL in most cases it's just unacceptable to run missions where everyone is sacrificed to get the data out. With the suggested mutator, when the guy with the disk gets to the extract point everyone receives a message that the team is waiting to extract. At that point if all the players get to the extract point the round ends, all the surviving members are counted and the round timer stops. The mutator should also have a number of server options: Round end counter (how long after the data gets to the extract point until the round ends regardless of how many made it to the extract point), Vote percentage necessary to leave e.g. 66% or better, Minimum team members to extract (this would be overridden if all the surviving team members are at the extract point e.g. if only 2 members are left and there is a 3 person minimum), Spawn stop (no more spawns after the data has reached the extract point), No voting (forces everyone to get to the extract point) ,etc. It would also be nice if there was a map list so that this mutator could function differently or not at all on different maps.
 
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Fat Marrow

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Feb 27, 2002
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Two points - 1) I don't check new suggestions often :)

2) The people who want to recover the secret pornography CDs appear to value them very highly (i.e. worth spec-ops people dying for). :)

Other than that, I think it should remain a map-specific thing.
 

jayhova

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Feb 19, 2002
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Fat Marrow said:
Two points - 1) I don't check new suggestions often :)

2) The people who want to recover the secret pornography CDs appear to value them very highly (i.e. worth spec-ops people dying for). :)

Other than that, I think it should remain a map-specific thing.
The reason I suggest it as a mutator is this:

1)There are already a ton of maps that would benefit from this.
2)I imagine that creating a map with all the listed options would be difficult if not impossible as well as being a burden on the mapper.
3) As for it being map specific, I agree. The mutator should be able to selectivly choose which maps it affects via a map list.
4) Adds a new dimention to maps by forcing the team to secure and defend the extract point.
5)It forces the team to stick together and makes the Rambo "go it alone" player more of a liability than an asset.
6) It's simply more realistic.
 
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mat69

just fooling around
Dec 9, 2001
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As this thread was mentioned in another thread (by its creator in fact ;) ) I want to bump it.

I like this idea, I don't think that it would change the way matches are played now but it would change the winner sometimes. People running around on a map not caring for the team would likely being forced to come back to the extraction point so they'd at least do something for the team.
But is this possible? Is it possible to stop the "process" started after fulfilling the objectives, so that the map does not change?
Most important part would be imo that if you die you won't respawn.
 

fist_mlrs

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Jan 4, 2001
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you can combine the extraction goal used for ctcd in combination with an area capture goal like used for the extraction in mostar. in this case you would have to carry the cd to the extraction zone once and won't have to care about it after that.
 

-Freshmeat

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Dec 4, 2003
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While I see the very good points in this, I am afraid it will end up with immense amounts of 'extraction camping'. If everybody knows where the extraction will occur, then that area will be blasted by 40mm's to no end.

As an alternative suggestion, I would like maps with a _lot_ of possible extration zones. When the CD carrier reaches an extration zone, he drops a smoke marker. The helicopter arrives after a short, random interval, and all team members in the zone gets extraction. All others are lost. To make it easier for the attackers, the helicopter could spawn a sniper actor with a minimi (and terrible accuracy), and stay for some 15-30 seconds to round up as many attackers as possible.

This woulæd be a real bother to implement in old maps, and might even not be possible in new ones, but I think it would make for a good extraction.

-Freshmeat
 

ant75

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Jan 11, 2001
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I like it, especially the part when team members could vote to decide if they extract or not. It could be quite a fun dilemma : should we finish the mission at any cost or choose to leave no one behind...
 

jayhova

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Feb 19, 2002
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[NL]Freshmeat said:
While I see the very good points in this, I am afraid it will end up with immense amounts of 'extraction camping'. If everybody knows where the extraction will occur, then that area will be blasted by 40mm's to no end.

This woulæd be a real bother to implement in old maps, and might even not be possible in new ones, but I think it would make for a good extraction.
That was part of the plan. If a bunch of guys have stolen the plans to the death star and are running for a helicopter. What would you do? The answer is; blow the crap out of them.

This would mean that the attacking team would have to have a good exit stratagy. Again this is the way it works in real life. Get in, get the stuff, get out.

I like the idea of a randomly selected extract point. One where the attacking team is told where it will be but the defending team doesn't know until the chopper arrives.

ant75 said:
I like it, especially the part when team members could vote to decide if they extract or not. It could be quite a fun dilemma : should we finish the mission at any cost or choose to leave no one behind...

Of course on a real mission the commanding officer would make the call. Since there is no CO in INF a vote is the closest thing.
 
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