The Overwatch
Year of the Rooster Event ended a week ago. It was nice to see this holiday
celebrated as most games stick with Easter, Halloween, and Christmas. Thematically,
the event was wonderful. New skins and emotes fit the occasion. However, I have
a problem with the new game mode they introduced: Capture the Flag. It was not
implemented well. The idea could have worked, but every match I joined had
either one team grabbing a flag and then beefing up defenses or neither side
would get a flag and the match ends in a draw. This is common in Capture the
Flag (CTF) type games. The main reason these games end in draws is due to
limitations on getting flags in the first place. CTF is built to be fair, but
it’s so defensive on both sides that it’s almost rare that a flag is taken at
all. If no progress is made, the game mode can become disengaging quickly.
Wildstar had an
interesting take on the CTF game mode. Players could take one flag at a time,
but multiple team members could take multiple flags. Instead of having only
three flags to steal, there was five to take. Increasing the number of flags
doesn’t necessarily make it more fun, but with the changes made to the formula
it made sense to do this. Enemy teams could steal back flags taken from them.
One flag was generated every so often in a different location away from either
teams’ bases. After a flag had been taken from the spawn, another flag would be
set on a timer to spawn somewhere else. Both sides could take flags and didn’t
need to be the only ones holding a flag in order to capture. If both teams have
a flag, just let them score. It might end in a close match, but whoever caps
the flag first is in the lead.
Inhibiting the flag bearer is not good. This makes players
hesitant to even go for the objective in the first place. It’s easier for them
to decide to support the flagbearer by attacking the enemy. Just let them keep
all of their buffs and move at normal speed. You don’t need to give them extra
buffs, but certainly don’t take anything away.
The
rest of the players on both teams could have a unique buff that is applied when
someone gets the flag. Let’s say Player 1 of Team A grabs the flag and starts
running back to their base. All other players of both Team A and Team B get a
movement speed buff so they can reach their ally/enemy faster and provide
support/impede progress. Team A can help their teammate with healing, shields,
or speed buffs if they wish. The enemy can do whatever they can to slow down or
eliminate the enemy.
Picking up the flag itself shouldn’t be a hassle either.
Don’t put a delay timer on the flag that’s easily interrupted by so much as a
sneeze. Have the player take the flag instantly at their own risk. Maybe someone
guarding the flag can intercept the player on their way back to base. If the
flag falls for any reason, anyone can pick it up instantly and go where they
need to. There’s no need to respawn the flag back to the center. It’s more
exciting to keep the action where the group already is. While you’re at it,
have the next flag spawn during the time the current flag is being taken to a
team’s base. This gives teams something else to think about: Do they all stay
with the group and risk letting the new flag be taken by the enemy? Or do they
send a small party to go and grab the new flag?
Overwatch can do
better with their CTF. They may have had some ideas for this mode, but it
didn’t work out as planned. They’ll improve it and make it exciting to play
sometime. But for now, it needs some serious work.
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