The problem is at least on the map I made and the way I see the gameplay to be is that 15s more would make it to much time for the map. As it is now I've built it so you can unopposed cap all 3 CP and have ~15s left until goal opens. Defenders will do anything to take that extra time away from the attacker so he is forced to try to cap the goal with as few CP's taken as possible. If the attacker would have 15s extra over then he could doubleback on any fight and still have time to cap all 3 cp's.Hylis wrote:I think that if the attacker took 3 checkpoints, he should be really dangerous on capturing the last pole, even against 3 defenders. I don't feel that 1 second is dangerous enough. I don't think that under 0.5 it could be good. I hesitate between 0.5 and 0.75, so maybe a 0.625 is a good way to start.
If taking the three checkpoints does not make the attacker so dangerous, than the story of the checkpoint capture would be not enough interesting to follow. I would add 5 seconds on each checkpoint, just to test the feeling of having extra time.
Making the map bigger or more convoluted in how you must go to get around would be a solution but that would cripple the defenders possibility to keep the pressure on the attacker as he would be able to outrun them basically.
My point is that the time you choose to have in Elite dictates in a very clear way how you can build the maps. And due to the games nature of rockets, laser and armourpoint I don't see how longer turntime and/or bigger maps would do anything but act in the attackers benefit. At the cost of intensity and entertainmentvalue for both spectators and players.
How about just having an optimal goalcaptime of ~0.6. Then let each existing CP add 1.5s to that. That would also make it possible for you to let people place more checkpoints in the editor since it wouldn't effect the time really. Unless the mapper choose to put CP's out of reach. But then he better have a damn good reason for it.
