Flag return
Flag return is a staple of many modern flag-based games and streamlines flag game modes. It cuts back on exploiting game mechanics via intentionally dropping or hiding flags, and ensures accidentally dropped flags are eventually returned to base. For the sake of the proposal, consider a typical flag return time to be 30-60 seconds, and not as low as 1-5 seconds - which may be implemented in some levels as a novelty aspect, but not in most levels.
Two existing strategies rely on the absence of flag return. Determining if these strategies are fair game or are "cheap" will be helpful in weighing the value of this feature.
- In CTF, during a standoff, one player drops the flag in their base - perhaps behind numerous defenses - then attacks the enemy base. Upon returning of their flag that player commits suicide to quickly grab the waiting enemy flag and score. The player is essentially taking advantage of the quick respawn time in order to cap.
On one hand, the offending player runs the risk of losing their unpossessed flag and that risk negates the "cheap" aspects of the strategy. On the other hand, given the design of some maps, it may be virtually impossible for the defending team to retrieve their unguarded flag, and is fighting an inevitable loss. (Think of maps which have very strong bases, or really long paths to get to the bases.)
- In RET, flag hoarding is a common strategy used in tight games where collecting a flag and positioning it behind defenses may be more helpful than actually capturing a goal. Players may "harvest" flags in a central location within their base, then try to quickly cap when all flags have been brought back to their base. This strategy comes to prominence in retrieve maps with lots of goals - waiting to cap until all flags are in a base may help guarantee a cap, whereas capturing one flag at a time may not be effective.
- In HTF, flag hoarding is present, but typically in situations where players are waiting for an optimal time to gain the necessary 5 seconds/1 point.
There are pros and cons to flag hoarding. On one hand, given the design of some maps and balancing of some teams, flag hoarding may be the only way teams stand a chance at success, thereby justifying the "cheapness" of the strategy. On the other hand, flag hoarding takes advantage of unbalanced teams by allowing teams that have more or faster players to gather flags faster and cap, or perhaps take advantage of obscenely strong base defenses. It also deviates from the "purpose" of the game mode (you may feel differently about this last point).
- In ZC, there is really no clear advantage to dropping a flag unless there are multiple flags, at which point you could refer to either bullet point above. The value of having flag return in ZC then is mostly in times of accidental droppage (yeah, I just made that word up), where players may take too long finding or grabbing a dropped flag, and also for consistency's sake.
Ideally, the implementation of a flag return timer would not entirely eradicate the strategies noted above. Some kind of visual timer (perhaps a flag beginning to jitter as its timer nears expiration) could also help reduce the ramifications of adding the feature. Then again, maybe it's healthy for the growth and gameplay of Bitfighter to weed out these borderline unfair strategies. Thoughts?
PS. I put cheap in quotes because it's sometimes hard to objectively define what is actually constituted as cheap. For example, I would consider a "type-kill" on a random player as cheap, but a type-kill on a player with our flag as warranted. Other players may carry differing opinions toward that.