Mad-Hammer wrote:In playtesting Saturday night, everyone seemed to like the idea of tunnel gates, just with one problem. Some of the comments were that in my effort speed up the flow of the game, the gates gave too much advantage to the attackers. More like, the actual location of the gate. So, I've been thinking, what if I forced the attackers to have to exit out of the building where the snipers normally hangs out.
I disagree about it giving too much advantage to attackers, as breaking the turtle is what really needs to be done. If attackers exit out in to the right hand building, they're getting stuck in the same chokepoint they get stuck in anyway, and the turtle is back with a vengeance. Slowing the opening of the gate by 5 seconds is valid to allow fall-back time, though you might consider using a super-slow gate speed (think B-C gate on Steel) to add the delay, rather than simply a long wait command - that way the causal relationship is clear, but the defenders still get a sec to prepare.
Another consideration is that the exceedingly slow open/close time on the final-point-side gate, which I imagine is meant to give the people using it pause and defenders time to react, would be near pointless if the gate were in the bunker, because it wouldn't be visible to the main field, nor subject to defensive fire that regulates its use in the present location. It would still bypass the fence junction, but that rarely remains the front line for long. It's the chokepoints in to final itself that I usually see being the biggest barrier.
Another random item, which may or may not be what was intended, is that the current gate layout is a great tool for defenders to flank around the attackers and either back-cap 2, or eliminate teleport entrances. I didn't expect it to matter as much as it did, but we routinely could back-cap with just two people and no planning, by going that way. Moving the gate in to the bunker would mean that defensive traffic headed in to the cave system underneath would be plainly visible to attackers, and they would be able to preemptively block the route any time somebody used it, while the same would not be true in reverse. It's use more balanced with both sides concealed from the other team.