Originally posted by hitech
At the con we were discussing changing building down times based on how long you lived after destroying a target.
After doing some detailed thinking about it, relized the down time is problematic when mutliple people have hit a targe. But was wondering what people thought of the following.
Based on how long you lived after hiting a target, currently im thinking around 2 minutes. If you die a portion of your damage is removed.
As an example 2 people drop bombs on a hangar. 1 does 2k damage, the last does 1k damage and destroys the hangar.
The 2nd player dies after 1 min. The system would remove 1min/2min i.e. 50% of the damgage aplied to the hangar. The hangar would then reserect with 2.5k damage left on it.
Thoughts?
HiTech
I really,
really really do not like the "jack in the box" hanger. Seems to me a better solution is that, in your example, 3000lbs kills hanger. Hanger does not pop until 3000lbs damage is "repaired" at a rate of 200lbs per minute (i.e. 15 minutes). Lets keep your 2 minute time limit. If someone who did 1000lbs of damage dies at 1 minute, then his 1000lbs damage is halved. Apply then the 500lbs to the "repair time", i.e. deducts 2.5 minutes from the total downtime.
In this way, a "dive bombing lanc" does the required 3000lbs of damage, but is destroyed by his own explosion, the hanger is destroyed, but nearly instantly pops. If a "legit" bomber did 1000lbs damage before the lancs dive-bombed, the downtime of the object would only be 5 minutes.
Thus, in a coordinated assault of 3 Jabos carrying 1000lbs of ord each, the entire team would not be penalized just because one of them got picked by the ack as he climbed away after completing the mission. The hanger is still down (mission accomplished) but at a reduced rate (10 mins instead of 15).
[aside]If you really wanted to get mean, you could allow subsequent bomb drops on an already destroyed hanger to
increase the downtime using this method. That would make bases truly suppressible and encourage people to up from an adjacent field rather than sit in the tower waiting for a hanger to pop.[/aside]
Bolded for emphasis -- The whole "jack in the box" concept would hurt game play IMO. Consider this example -- it would very much discourage anyone who was just strafing down the last building in town from trying to intercept the enemy LA 7 that just upped. He is in a no win situation. He can try to defend the goon, but then the LA7 needs only HO and kill him to get a building to instantly pop -- ruined capture. The other alternative is to let the LA 7 kill your goon -- again, ruined capture. He was already a team player by strafing down the town. Now you discourage team play by encouraging him to avoid a fight to protect his goon. By reducing downtime instead of making the building automatically pop, if the good guy dies, the troops on station still have a few minutes to make it into the map room before the building he just strafed pops. Even if he lived only 12 seconds, that is 10% of two minutes, which means the building will be down about 4 minutes.