citrusmirakel said:Door Close, perhaps little more than a "it might be interesting if", but when playing jailbreak, you've usually got a few defenders standing around guarding the door, someone comes in, initiates jailbreak, teleports back (if the mutator is active), and those who are in jail are now free. But what if, in addition to the jailbreak token, there was another token, close by, which would close the doors? If left unattended, a team would never truly be jailed, because they could escape the moment they were locked in, but if attended well - one might be able to close the doors before all of the inmates escaped.
Problem being that this would require editing of the maps to create this new token, but still - something to think about.
I can see two ways of getting round the problem of having to change maps to put a Closer in.
Method 1: The Toggle: If you touch your OWN release switch, then it locks the enemy jail. So for example, an enemy comes up to the switch you're defending and manages to reach it. You kill them, run over to the switch, and your jail is locked again. If you're fast enough you'll manage to keep some prisoners in. This just means that each release switch is made into a toggle, where one team can open it and the other can close it.
Method 2: One at a time: only the release switches of one team can be active at any one time. Activating a Red release switch immediately causes any currently active blue release switch to lock again. Example: you're on red, and invading the enemy base. You hear that the enemy has just released their team. If you get to the switch in time, you not only release your team, you shut the enemy back in jail too.
I'm not sure how easy these would be implement, as, IIRC, the release switch code is pretty much designed to be automatic once it's started a release. Mych can tell us if it's feasible...
However, I think both could have their merits -- at least, if one's easy to implement, so is the other.