I've revised the CTF rules a bit. After sitting on it for a bit I come to the conclusion that it would not be the best to make this a global rule for zone capture.
Instead , we should have a system that rotates unique capture rules between all core-maps at an interval.
Just some ideas for core-map capture rules to promote them.
Deathmatch - Default - Eliminate all enemies to capture zone, if no contest, will capture after 10 minutes.
CTF (Capture the flag) - One flag will spawn in zone, holding flag for 10 minutes will capture zone. Flags will spawn on CORE_LIFE entires.
KOTH (King of the hill) - Holding the designated for 10 minutes will capture zone. Capture zone can be based on radius around core life entires.
VIP - A strong NPC is spawned and when defeated, the zone is captured, the NPC will switch to the killer's faction and begin regeneration. 10 minutes to fully regenerate its large health pool. VIP can have standard dumb ass AI to promote the VIP feeling of protecting some dumb npc so its not just the same as KOTH.
By default it will be deathmatch, what we currently have.
All Zone objectives should be displayed and made easily understandable on entry to the zone.
On intervals a couple of zones will be made faction-less and the specific mode should take place for a duration. Bonus to score / rewards should be in effect in those zones.
This addition will make for diversity on what and how the maps are played on.
This will be building upon already existing ZC mechanics instead of replacing them.
Fleshed out rule-sets for each mode can have their own post.
cool ideas , im just wondering how the spawnpoints and other points will be done on the mapper ... this seems like alot of work if done propperly but sounds like fun also.
i imagine some additional stuff like not only triggering timer within certain mods , i think it would be cool to code some fancy combos in.
like u capture a zone on KOTH and enemy zerglings swarming up on you and one of your teammates is a killing machine and kills 10 enemies in row without dying shud lead to something like timebonus on capturing (-x min) or some score multiplyer for (x time) or some other fancy bonuses like gaining 100 ap for each kill you do in a timeframe (x min) in short words temporary buffs , there are endless combos possible once u really think about it another one just from my head is giving temporary buffs to other actions than just killing and so on ... for example if someone used alot of ammo from a certain type you could unlock a temporary more dakka for the whole team and so on (i know some people wud say but hey what if he sprays all this ammo before enemy engaged , well ... spraying in the air all your ammo isnt wise and the enemy will hear it so i think its pretty safe if balanced right for different ammotypes) . i think the more all this stuff is thought out the more fun it will be.
and i think bonuses are never bad for certain crazy actions ingame (could be done for passive gameplay also , reviving and patching up your teammates ... like u get a limited timed buff to revive other people (e.g. no ap usage) in the contested zone if u have revived x players alrdy and so on) , on the other hand it might be possible to script in some negative bonuses , just from top of my head maybe something similar like with good bonuses just in other direction not (-x min but +x min) and so on.
the only real hard thing is to balance it around the usual playernumber or number that will be there , it would be neat if you could script something in which wud define swarm just by numbers and giving and taking away secret modifiers automatically... like if u play (win) outnumbered u get faster bonuses , bigger payments etc and vice versa.
well just some quick thoughts to let your brains get creative once again , blyad.
i believe temporary buffs and debuffs are a way to make the gameplay within pvp more versatile and not so static also ... all stuff we seen for now is same boring and leads to afk capping without risk or delooting , rerolling 2hour gridwaiting instead of having pvp.
for example staying in core isntead of runing away should give always a plus , actions need to be more defined and rewarded in terms of its honour , for example if all people (enemies) just run out of the contested zone (flee) instead of fighting the zone shud be captured automatically no matter how much time was left on the timer ... and if they stay and fight the timer should continoue normally to give them time to come back... thats just one example of how it could be possible to reward pvp. and yeah i know flanking movements which require other zones to pop in bla bla balance ... its really simple , just let one or 2 or more guys inside the zone contest it and walk around with the rest so i dont see a problem here ... this would fix checking also with bluesuit chars or just regular chars . i would really love to see more worked out mechanics like this...