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@Dusty, there's an issue with going down the stairs after spawn (attackers). It doesn't let me walk down, keeps going in an endless loop
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If this happens to you attempt to go down slower, that's solved the issue for me. You'll get thrown back once, but then should be able to sprint through the second time if you're quick.
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It's an interesting concept. The track seems to be very long, which takes the focus off of the cart, but also creates a situation where the cart is integral in knocking the flag down. If the timing is poor, it's another 5-10 minutes of pushing the cart along to get another chance. When it comes to the movement of the cart, the lag is extremely frustrating. Additionally, it's not super clear to me why hitting the cart 'back' down the track has so much more of an effect than hitting it forward.
Flag health is ok, but I feel like there should be incentive to hit the cart into the flag one time, then have some attackers after the flag and have a second hit with the cart to take out the flag. With the current length of the track, this becomes impossible.
Also, needs indicators over the heads of the defenders.
Seems unbalanced overall. Easy for defenders. Maybe in future iterations there could be a shorter track and less open space.
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Agree with most of this, especially with the track being too long. However, I think there is a way to preserve the track at it's current length; you could add little switch, which when activated cuts the track length down. Maybe something like here:
If you then had a switch that could set the cart on that path instead, it would shorten the field and make the defenders make another choice; namely, should they defend the cart or defend the switch?
but that's just an idea. You could also increase the cart speed for a simpler solution. Because at the moment the cart hasn't been defended that much as isn't providing the attackers with much of a boost over "Sprint at the flag!".