Just pondering... This idea will require maps to be designed to accommodate it and so does not lend itself well to current maps. I'll use the Grenade III arena for the purposes of example as it is fairly closely meets the idea's needs. Rather than just have to destroy a team's moneyball I thought it might be interesting to also require them to bring down a barrier first. In the grenade III arena imagine a barrier (similar to the ones you pass through at your spawn) that blocks the first archway on both sides from your base. Your bots can walk through it, but the opponents bots cannot. This barrier must therefore first be destroyed before the moneyball can be attacked. Doing so could be accomplished in the same manor as the moneyball (by having bots bring down an additional barrier-moneyball situated in front of the barrier and then destroying it). Should both team's pros be able to walk through the barrier? Should both team's pros and bots be able to shoot through it? When the barrier is brought down on one side does it go down on the other too, or must that be independently destroyed? Should turret nubs could be made available near the barrier? There are points for and against each of these questions. It would always be possible for pros to go around it even if they cannot travel through it - such as would be the case in the grenade II arena. It might make it interesting if when a barrier is knocked down the team who just lost their barrier could benefit from a brief serge of jackbots to help slow the attack of the barrier destroying team - therefore giving the team that is on the back foot a brief respite. as I said, just pondering, it may not be a good idea -Bez
I suppose the crux of it was understated and at the end of the post. I like the idea of seeing a barrier tangibly go down to tell you that your team needs to change tactics to recover the fight. Hence my suggestion of a bot surge to give the team time to do so. Presently in crossfire an inattentive defence (which is seemingly strong) can lose you the game in 30 seconds and that's it over, no time to react. In this suggestion burned once, but perhaps still able to recover the game.
The Moneyball already has a shield and if it drops you'll notice it or see it and will have to "change tactics to recover the fight." Moneyball shields go down from enemy bots attacking it. Destroyed enemy bots means they will never reach your Moneyball. If enemy bots never reach your Moneyball the shields will stay up. If your Moneyball stays up that means it cannot take damage.
i do like this idea, tho the annihalator would have to be reachable from both sides. most maps would already support this, i could make the mod right now and be done in a few days had this been a computer game. tho i also like the idea of bots being the only thing that keeps moneyball shields down, as teams barely focus on pushing bots currently; they only need to do it once and then it takes nothing to bring down the moneyball for a team with balanced classes after the bots get just one breach... kill bots the rest of the game and the enemy still will slowly chip-damage your moneyball and never need any of their dead bots. i like these ideas cuz the current average time a partied game lasts is 2 minutes. ive won in 40 seconds in a party, lost in 40 seconds on a team of randoms.
I don't know. A barrier would just frustrate the hell out of me. Also, if you have ever played CTF in any game, you know that if you don't pay attention to your flag for the first 30 seconds, it probably will get taken. Same rule applies here.
true, but there has to be some way to make games last longer. i still say bots being the only thing to keep shields down would... maybe make some games last longer. making turrets stronger would... make the support OP. ejector in the base would... not be fair in my opinion. they could make a 400-800 cost for restoring the shields instantly from inside the spawn. that costs high money, but it would thwart one push. these are just some ideas to extend game's duration.
Considering how easy it is to get juice in this game, $800 for an almost instant reversal isn't expensive at all. Of course, you could just buy the juice instead...
cooldown timer... being spawncamped... juice is only 500, but this is 800. idk i know c&c balanced base defence by making structures have ungodly health to anything but c4, and then making it near impossible to get inside. nothing but a massive push would destroy a building from the outside. im thinking the same thing wouldnt balance this game tho, because turrets having 3x health would make supports OP and turtling OP...
Well, instant immunity to pushing for $300 more than juice is a problem. Interesting idea, but it couldn't be implemented without certain abuses. First of all, if a team has pushed all the way to a base, all the opponents have to do is store up enough money to reverse it. Maybe have one person buy the shields and one buy juice. It should force enemies out of your base without much difficulty. Second, there would probably be an issue with having shields up during overtime. This could probably be solved by stopping the vendor when overtime starts, but still. A timer wouldn't stop the possibility of "shield-buying" causing a dominating team to be stopped before they can make the final push, or to screw with a team trying to take advantage of overtime right before it starts. I'm all for extending the game duration, but this isn't the way to go about it. Maybe if you made it obsenely expensive, like $1200 or something, it might be fair. But that's a stretch. Sorry if it feels like I'm attacking you; I'm not trying to.