| ScrapyardBob |
02/21/06 9:48pm
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#1
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Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob |
I see we're running CNQ today. It's important that folks read up on how CNQ works (Druid also posted these links in the General forum):
http://www.after-hourz.com/cod/cnqplayer.php http://www.mobclan.com/vent/smolensk_cnq.jpg http://www.mobclan.com/forums/upload/index...showtopic=10251 CNQ - AHz calls it "objective-based TDM". I'd call it a linear version of DOM. On the Smolensk map, there are 9 control points. They're spread along the map between the german spawn and the russian depot. German HQ is in the eastern building in the spawn (look for the haybale), the Russian HQ is at the western depot building. Some of the intermediate points are: German HQ (end-point) G2 bunker Stone Bridge Pillbox West end of village Church R2 45mm gun East Trench Old House Depot Depot HQ (end-point) When the map starts, the Russians will have control over most of the points. So they'll be immediately attacking at the Stone Bridge / G2 bunker. The germans need to immediately drive the russians east by capturing the various points. In general, your team needs to leapfrog forward, attacking the next control point while a few defenders make sure the enemy doesn't retake the spot that you just captured. Defenders get bonus points for killing any enemies who are actively attempting to capture a control point. The middle points are captured similar to Domination-style play. But the more allies that you have at a control point (within the "capture zone"), the faster you can capture it. If there are more enemies then allies in the capture zone, the progress bar will actually go backwards. So you can stop or slow down a capture just by entering the zone of control, even before you kill the enemies who are trying to capture the location. Some zones of control are very large, others are very small. The end points require you to press the "USE" key (usually "F") in order to capture them. When you capture an end point (HQ), you get bonus points for yourself and for your team's overall score. Once the end point is captured, the offense team needs to keep it from being re-captured. The side that has run out of control points will need to push the enemy back, one spot at a time and keep them from re-capturing the HQ. (End points are worth 50 points for the team, regular captures are only worth 10 points. So losing your HQ results in a big score disadvantage.) General comments: - We may want to change tank respawn to 90 or 120 seconds (more?) to limit the use of tanks. (Rather then taking them out entirely.) - Camping is only a semi-valid strategy, but you won't get many points. The higher score players are all moving forward and back, staying with the "front lines" and working on capturing the next point or defending the last-taken point. This post has been edited by ScrapyardBob: 02/21/06 9:38pm -------------------- |
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| ScrapyardBob |
02/23/06 10:40am
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#2
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Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob |
The solution to that is to probably make it - you get the end point, you win the round. Easily done by making the end points worth more, but the downside is that you don't get the reward for pushing the enemy back out of your spawn. The other downside is that it leaves no margin of error. Middle ground would be end points bumped up to 100 points and drop the round target score to 300 points. So losing the end point really really hurts, but if you can drive them off and still win the map if you get a good offensive going where you take control of spot after spot and get into the enemy's HQ.
I'm thinking 30 min rounds, best of 3, with an overall time limit of 50 minutes. That'll give a max time limit of 50-80 minutes before switching back to BAS. For BAS, you could then run 4 rounds in a row with the 40 minute limits before doing a short burst of CNQ play. The server needs to spend probably 2/3 to 3/4 of the time in BAS mode in order to keep interest up. (Big guess) Might be good to flip the campaign switch on. That way when one team wins the first round, they get put on defense for the 2nd round. (Which means they control less of the map at the start... if I read things correctly.) -------------------- |
ScrapyardBob Smolensk - CNQ testing 02/21/06 9:48pm
HammaTime It seemed that the general consensus in-game was t... 02/21/06 11:26pm
ScrapyardBob Yeah, I tried to answer questions while I was spec... 02/21/06 11:55pm
ScrapyardBob If we're keeping the 2 of 3 rounds (which I... 02/22/06 1:22am
Cpt.Canuck I quite enjoyed playing CNQ yesterday! The ba... 02/22/06 10:30am
Cross of Iron I was on Tuesday ,and it was exciting ,like Cpt.Cu... 02/22/06 11:26am
Druid Decided to keep this up for another day of testing... 02/22/06 11:48am
Cross of Iron Decided to keep this up for another day of testin... 02/22/06 1:48pm
HammaTime Decided to keep this up for another day of testin... 02/22/06 2:08pm
T/A6Pak I agree that 60 min. is to long. Had alot of fun ... 02/22/06 3:12pm
ScrapyardBob Alternating might work. Four rounds of BAS with 3... 02/22/06 4:59pm
Slyk Glad to see you guys giving CNQ a go. Less tanks ... 02/22/06 9:01pm
Silver
I would also recommend Lazur, by Drecks. Smalle... 02/22/06 9:04pm
Lord Lipton i flat out hated CNQ there 02/22/06 11:06pm
FeezyWeezy Yeah I'm missing BAS. The long cnq round wear ... 02/22/06 11:19pm
Lord Lipton and if your on the losing team pushed back into yo... 02/23/06 9:09am
Cpt.Canuck Slyk suggested that that reaching the final object... 02/23/06 10:37am
Hellfighter
I'm thinking 30 min rounds, best of 3, wit... 02/25/06 10:31am
Slyk One thing about CNQ, if your teamplay sucks, you w... 02/23/06 12:10pm
Hellfighter Well now that the gun's gone in the Germ spawn... 03/06/06 1:56pm![]() ![]() |
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