Poll
Question:
Should there be an evacuation objective for spies?
Option 1: Yes
votes: 5
Option 2: No
votes: 5
Option 3: Host option
votes: 2
Option 4: Should not affect win/lose
votes: 3
I was wondering if either:
Evac should be mandatory to success.
Evac should NOT be implimented.
Evac is a host option.
or
Outcome of evac does not affect succes of spies.
Honestly, I think evac should only be mandatory in where extraction objectives are located on the map, and be player if the spies neutralize all objectives (e.g. the player gets a message asking if he would like to extract). I know this would be a pain in the ass for mercs but hey, what are your thoughts about this?
Also, evac should have a 1 minute timer or so, depending on map.
In some way it's something new, though. Once the countdown timer starts, spies just crawl into a vent which a merc (or his grenade) can't reach, and boom, just wait a minute. It's redundant.
Nice try though.
Evac = escape from the place.
So, if a map had two or three exits, it'd be awesome in a way:
1. The game would be more intense - doing only the objectives wouldnt give you a win.
2. Think of the extraction objective, you could actually get the thing OUT of the building.
so, dying and respawning in mid-game is ok, but not after completing the last objective?
if you just want pt extraction, place the disc hunt drop zone on the outside...
Quote from: Rambo on August 29, 2008, 04:02:36 PM
so, dying and respawning in mid-game is ok, but not after completing the last objective?
I didn't get who said that, sorry.
IMO Dying after the last obj is ok, as long as you have spare lives.
Evac = EvACUATION = What you do in the end of a SC singelplayer mission
Escape moves = points to quickly escape from a scene when being chased (for example)
So, which one do you mean?
Please give a description how you imagine it? Eg. What Liquid said?
Well I meant that there should be evacuation like in SC single players.
I guess I kinda fumbled my words when I also suggested for escape maneuvers like that in DA.
Sorry about the confusion there.
So, at the end of the last spy objectove, all spies should try to get the hell out of the level (certain points in the level).
Actually, if you secure those points well enough, it might even be a challenge (eg. Raise an alarm and the nearby exit is locked).
Btw. Could you allow to view the stats on the poll?
It's 1/1 now.
Yeah, that's the idea. 2-3 escape routes would be enough, assuming mercs wouldn't kill themselves for eq.
This idea is horribly merc-slanted.
Just getting the required objectives will be hard enough for spies.
getting the last objectives is fucking hard and risky against decent opponents, the chance to get away after that is pretty slim. and if it isn't slim, it plays basically like a crippled disk-objective XD
i think the current win conditions are perfectly fine.
This idea reminds me of Horizon, which is a sweet map. But more than half of the games I've played in that map, the spies lose because of the last objective, where they have to get the disc up on the roof (which is really difficult with a merc shooting/sniping you). So no, evac=gay. you=suck.
I just liked how in Orphanage, after navigating that deadly labyrinth filled with mines and mercs and whatnot, you also had to escape back out, with a disc intact too.
I guess it only works on a select group of maps.