Babyfark McGeez
2014-07-10, 12:13 PM
Did someone on the mapping team actually watch a video on "UT Assault" mode? :p
Because that base diverts from the boring standard cap mechanic a bit and goes with a design with more "stages" to the capping process than "hang around there".
Basically it's your standard base with cluttered stuff and chest high walls, but the cap point is in a building with spawn-room like shields that are connected to a generator closeby. So in order to get into the building with the cap point the attackers have to blow up that gen first. It's only one "stage", but it's a start for more engaging capture mechanics.
The direction is definetely the right one with more of this, and it's good to see that they are experimenting with the mechanics. More stages and the design a bit more with this "onion layer peeling" in mind and we might be getting somewhere here.
Because that base diverts from the boring standard cap mechanic a bit and goes with a design with more "stages" to the capping process than "hang around there".
Basically it's your standard base with cluttered stuff and chest high walls, but the cap point is in a building with spawn-room like shields that are connected to a generator closeby. So in order to get into the building with the cap point the attackers have to blow up that gen first. It's only one "stage", but it's a start for more engaging capture mechanics.
The direction is definetely the right one with more of this, and it's good to see that they are experimenting with the mechanics. More stages and the design a bit more with this "onion layer peeling" in mind and we might be getting somewhere here.