[-z-] wrote:TVR wrote:[-z-] wrote:TVR wrote:Penalizing the flag carrier velocity is the simplest method to fix CTF
Citation needed.
The majority of flag carrier advantages stem from the constant position ahead of pursuers due to constant acceleration, a reduction in flag carrier acceleration by weapon fire would allow the pursuers to surpass a fleeing flag carrier, and therefore negate the advantages from the lead position.
... Choosing to ignore that fact that your suggested "fix" will slow down the rest of the game only makes your argument stronger in your head. ...
If it is a fork between balance and pace of gameplay.
The objective of
Gameplay Mechanics is to entertain; granted balance being the most significant contributor, if the pace of gameplay determines whether two, or all of a given player count is entertained, then the choice for which entertains the majority shall be chosen.
However, Keyhunt does both satisfy the majority and those who prefer quick pace of capture gameplay.
[-z-] wrote:Repeating this: slowing down the flag carrier can break some trick jumps.
Which is potential liability in proportion to a potential reward.
[-z-] wrote:... If players are capping flags at 50mph and they are lowered to 40mph, ...
For which the difficulty of a successful capture increases, thereby biasing the Attacker to Defender success ratio to the side of the Defender, a requirement of balanced UT/Quake map design concepts.
[-z-] wrote:TVR wrote:Map design of Quake/UT style stipulates for an advantage to a Defender against a rushing Attacker, which emphasizes the need to control field pickups to mount a successful assault.
... I'm not sure how this is different from Nexuiz. You need to keep collecting health and armor to avoid rot. Optimally, you do this while advancing the enemy. ...
The requirement of field pickups is diminished due to an Attacker already able to out-succeed a Defender without field pickups.