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Capture Game Modes


raymond_calitri
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raymond_calitri

too often ive wasted hours on a Capture creation only to realize i built it as the wrong type

 

can i get a clear explanation on the differences in the 3 types of Capture? (excluding GTA because i understand that its vehicles) particularly, what happens to the carried bag upon player death?

 

Contend:

- BAG START: anywhere

- both teams fight for same bag(s)

- WHEN BAG IS DROPPED: bag drops to ground or spawns back at original location?

- ONCE BAG IS CAPTURED: points lock, bag cannot be recovered from enemy after being captured, bag respawns at original location

 

Raid:

- BAG START: enemy team capture point? or anywhere?

- both teams fight for same bag(s)? or both teams have their own separate bags to capture?

- WHEN BAG IS DROPPED: bag drops to ground or spawns back at original location?

- ONCE BAG IS CAPTURED: points lock, bag cannot be recovered from enemy after being captured, bag respawns at original location?

 

Hold:

- BAG START: enemy team capture point? or anywhere?

- both teams fight for same bag(s)? or both teams have their own separate bags to capture?

- WHEN BAG IS DROPPED: bag drops to ground or spawns back at original location?

- ONCE BAG IS CAPTURED: points are always open, bag CAN be stolen from enemy after being captured

 

can anybody help me get this in order and clear some things up?

Edited by raymond_calitri
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Pretty much spot on.

 

Off the top of my head...

 

Contend: Best for fetch quest type jobs / DM style maps
- BAG START: anywhere
- TEAMS MUST: Fight for team specific bags / same bags / mixture of the two
- WHEN BAG IS DROPPED: bag drops to ground
- ONCE BAG IS CAPTURED: points lock, bag cannot be recovered from enemy, bag respawns at original location

 

- Note: If you place a bag on an NPC (walking / driving) then kill that NPC the bag will drop to the ground to be captured. The bag will respawn on that NPC once stored at base.

- Note: If you place a bag on an NPC (flying) killing that NPC will cause the bag to suspend in midair rendering it uncapturable and therefore it cannot be stored or respawn

 

Raid: Best for attack/defence jobs
- BAG START: enemy team capture point/base
- TEAMS MUST: fight for team specific bags from the enemy capture point
- WHEN BAG IS DROPPED: bag drops to ground
- ONCE BAG IS CAPTURED: points lock, bag respawns at enemy base

 

Hold: Best for mixture of Contend/Raid
- BAG START: enemy team capture point / anywhere
- TEAMS MUST: Fight for team specific bags / same bags / mixture of the two
- WHEN BAG IS DROPPED: bag drops to ground
- ONCE BAG IS CAPTURED: points are always open, bag CAN be stolen from enemy after being captured

 

 

---

Edited by sleepwalk1980
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raymond_calitri

thanks sleepwalk for clearing some of that up, but -

 

when a player carrying a capture bag is killed and the bag is dropped, one of the game modes has the bag stay at the site of death (Hold, i think? maybe raid?) , and one of the game modes has the bag respawn back at its original spawn location (Contend and/or Raid, i think?)

 

^^ thats mainly what im trying to determine, because those simple dynamics can change an entire creation

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I would have to test it, but I always thought all bags stay in their dropped location on death - they only respawn once delivered.

If I had to guess I would say RAID would be the mode where bags respawn at original locations on death, purely because you have to capture them from the enemy base in that mode - having bags drop all over the map would defeat the object of that particular mode

 

The difficulty comes in not being able to test Captures properly as you can't die in testmode

Edited by sleepwalk1980
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TheSteppinRazor

I mainly make captures and the mode I think offers the best flexibility is capture hold for the kind of stuff I create.

 

The thing I find most frustrating about captures is that there is zero demand to play them. I think you can do some pretty artful things in capture mode but it's near impossible to get people to play them. Very disappointing.

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