Hey. Let me quickly go over our future plans for siege, which mirror some suggestion you had in here.
Gamemode Design:
We are planning to increase cost of cavalry classes in siege (also tdm), so hopefully we will see less of them overall. Also we are trying new ways to counter G rushes with reducing the amount of morale you lose, when G but no/few other flags have been captured.
Level Design:
For the next siege maps we will try a couple of things. Like having flags "off the ground", meaning on top off walls/towers etc. Making them impossible or really hard to reach without dismounting.
Also we have a siege scene concept in the works, where the defending team spawns really close to G early on (after 1-2 captured flags), but doesnt loose out on the connection to other parts of the map. Lets see how it goes. Excited to see everyone play on them at one point!
Gamemode Design:
We are planning to increase cost of cavalry classes in siege (also tdm), so hopefully we will see less of them overall. Also we are trying new ways to counter G rushes with reducing the amount of morale you lose, when G but no/few other flags have been captured.
Level Design:
For the next siege maps we will try a couple of things. Like having flags "off the ground", meaning on top off walls/towers etc. Making them impossible or really hard to reach without dismounting.
Also we have a siege scene concept in the works, where the defending team spawns really close to G early on (after 1-2 captured flags), but doesnt loose out on the connection to other parts of the map. Lets see how it goes. Excited to see everyone play on them at one point!
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