The cap is safe for 90 seconds but can decide to remove protection to fight if the moment is right. This doesnt seem such a weird solution
And what if the captain dies because of his solution? He says: sorry guys, you’ve joined the match which has been already ruined by my solution? And merciful players will accept this? I don’t think so :001j:
both captains would have their main weapons disabled unless they choose to attack, there is no need to let them do damage because both caps cant do damage, so the match is stil very much in balance. No reason they need to help people.
It’s not very fun and exciting to be a captain in this case. What if cap doesn’t like to hide and wait?
If this invulnerability limit is necessary then how about making captains vulnerable to each other and making other players invulnerable to captains during this time?
The more I think about it, the more an ‘invulnerable zone’ idea makes sense. You must remain inside the zone to have invulnerability - but the zone only lasts 60 seconds, whether you leave it or not, and whether you leave it and come back, or not. Note that leaving the zone and then returning will regain your invulnerability, but again only so long as you stay inside the zone.
Perhaps the zone extends a third of the way towards the enemy spawn, or half, or some weird bubble, or whatever. That is up to balance and design.
If you leave the zone early and get killed, it sucks - but captains who rushed before invulnerability was added in the first place still ended up dying early, so it’s a risk that the captain has to take. And if they die, then perhaps they’ll learn next time to not rush out into the open.
This is a very tough problem to solve. The only other alternative I have found is to stop players from being able to join games where the captain is dead, and simply place those players in another game instead. I question that alternative, but perhaps it is the better idea. Who knows.
And what if the captain dies because of his solution? He says: sorry guys, you’ve joined the match which has been already ruined by my solution? And merciful players will accept this? I don’t think so :001j:
It’s not very fun and exciting to be a captain in this case. What if cap doesn’t like to hide and wait?
their will be always stupid players whatever solution you chooses. Same with you solution now, if one cap decides he s not going to take advantage of his invulnerablilty and the other one does then your team starts with a 3 kill lead. If your cap is still camping at the enemy spawn point because he doesnt look at the timer and dies, the game is over. Same issues. What do you think players think about that? Even better what do you think those mercifull players think about being shot by a player they cant do damage too? you are forced to run like a coward or die. Whatever your solution, the current system is unfair.
If your cap is still camping at the enemy spawn point because he doesnt look at the timer and dies, the game is over. Same issues.
No, they are not the same. Players can join the game in progress only in the first part of the match, most of which cap is invulnerable, therefore, less chance to join the game when the cap is already dead.
doombot all this crap started when the devs decided its a smart idea to dynamically add players to battles. i vote revert it the way it was or disable invulnerability AND disable adding of ppl when cap is dead. its so utterly simple and logical i dont know why the F ppl dont see it. and now with this new update i just started a deathmatch with 4 minutes or so battle timer and as a freakin 1v1. no players were added instead a shitload of bots gets added 2 minutes in the match. guess what the enemy was a purpled out guard with massdriver and he shredded all those xxxx bots. why do the devs keep making stupid decisions with every patch?? they fix something and break 2 other things(criticism only related to pvp solutions. with balancing and etc they do excellent).
The dynamic adding seems to be the reason we get quicker matches, but, occasionally you get bad starts like captain died, team already lost a beacon or 5 ships or all 3 beacons are controlled by the enemy by the time you get in.
It will be interesting to see this new change anyhow. The invulnerability was only a temporary change, I’m sure the devs could figure out what giving invincibility to someone with +75% damage results in XD
I was thinking about this. What if the captain is not decided until 90 seconds is up? At the 90 seconds mark the captain is decided and each team are given a 10 second warning of who their captain will be so that they can get to safety if need be.
I was thinking about this. What if the captain is not decided until 90 seconds is up? At the 90 seconds mark the captain is decided and each team are given a 10 second warning of who their captain will be so that they can get to safety if need be.
IMO, Captain should be able to die, and respawn in the first 90-150 sec, and each captain kill should count as 2-3 kills during that time.
Or give area protection for the cap.
Or at least during the invulnerability, the cap should’t have the cap damage bonus.
But a damage boosted cap for 90 sec is too much. The cap will decide the game most of the time like this.
NO, it is a very bad idea!!! Being a captain requires being in a certain ship, for example gunship, ECM, guard (yuck). What if it chooses the poor LRF that is busy sniping from the spawn and has no idea he is about to be plasma arced?