We are making is so that the morale reduction from the G flag is relative to the other number of flags captured by attackers.
sounds like a nice solution. That way it doesn't force the whole team to react if 1 monkey on the attacking team goes capture G.We are making is so that the morale reduction from the G flag is relative to the other number of flags captured by attackers.
So when the G flag is captured, the defenders will lose x morale depending on the number of removed flags instead of losing 6 morale per tick by default.
For example if only A is captured by attackers, the defenders lose only 1 morale per tick instead of 6. Towards the end of the Siege where more flags are captured by the attackers, the importance of G flag will increase but the defenders will also be spawning much closer to defend.
Agree.What AVRC said makes sense and can work.
Other solution, pick spawnsI might be minority on this, but I hate the idea that G flag should be locked until all other flags have been taken. I consider G flag to be only flag that matters and all others are optional. The worst stage of siege is usually the point when all flags are gone except G only because 120 players try to rush in small cap zone and it becomes a massive cluster****.
The solution AVRC is giving is okay I guess, because it pretty much eliminates solo back capping. I personally don't mind the idea of back capping, because the whole end goal is to cap G and hold it. The problem is that for the most map spawns are way too forward in the beginning of the game and many times defenders do not have any good and fast access to G flag. This results fast victory for attackers only because they can't defend the main flag.
My personal solution would be lower the amount of morale lost per second when G flag is captured by attackers, but when defenders lose a flag they also lose part of their max morale. For example: When defenders lose A flag, their max morale is now 9 stars. If they lose also B, it's now 8 stars etc. This goes until there is only 3 stars of morale left and G flag is last one standing. This would fix two problems; quick game over when somebody solo caps early in the game and also makes game end faster when G is the last flag.
Jesus, imagine them trying to implement effectively choosing different spawn points in MP siege? That's half a decade of work just revamping the 3 sieges map they have, considering their current pace.Other solution, pick spawns
Yes I also believe G flag shouldn't be locked, on Warband there was also the main flag, if you got distracted from it , the enemy could cap it and you would lose the game.I might be minority on this, but I hate the idea that G flag should be locked until all other flags have been taken. I consider G flag to be only flag that matters and all others are optional. The worst stage of siege is usually the point when all flags are gone except G only because 120 players try to rush in small cap zone and it becomes a massive cluster****.
The solution AVRC is giving is okay I guess, because it pretty much eliminates solo back capping. I personally don't mind the idea of back capping, because the whole end goal is to cap G and hold it. The problem is that for the most map spawns are way too forward in the beginning of the game and many times defenders do not have any good and fast access to G flag. This results fast victory for attackers only because they can't defend the main flag.
My personal solution would be lower the amount of morale lost per second when G flag is captured by attackers, but when defenders lose a flag they also lose part of their max morale. For example: When defenders lose A flag, their max morale is now 9 stars. If they lose also B, it's now 8 stars etc. This goes until there is only 3 stars of morale left and G flag is last one standing. This would fix two problems; quick game over when somebody solo caps early in the game and also makes game end faster when G is the last flag.