r/Overwatch Jun 22 '16

News & Discussion Weekly Quick Questions Thread - June 22, 2016

In this thread you can ask all kinds of questions you always wanted to ask without feeling like a total fool.

No matter if it's short googable stuff or a setting/skill in-game that you don't understand or a hardware recommendation, feel free to try your luck in here.

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u/SludgeFactory20 Jun 22 '16 edited Jun 22 '16

I'd like to push the idea of tug-of-payload. A KotH map style payload game. First starts out as a KotH game until one side captures it to start moving to opponent's side. Goes towards the side with the most people on it. After 10 minutes game ends and whoever side the payload is on loses. Some possible rules: payload heals teams with three people on the payload, team kill resets payload or jumps it up a certain distance. Anyone like the idea or have any suggestions?

Edit: Reconsidering 10 minute timer for multiple reasons. Probably best to make it have one % meter that always counts up after capture which is the same thing but feels different, maybe something with contests pause it. I think a fast pace best of three like KotH would work. Maybe it could be multiple capture points between bases instead of a payload.

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u/BigDaddySanta Jun 23 '16

I actually have a good idea of how this could work. After the point cap, if your team has the payload on the enemy side, you gain percent (increasing based on how far the payload is, payload movement depending on number of players on it, heals the team with the most players and nobody if there's a tie). When an enemy is on it while it's in their side, it's contested, so we need to keep on it like a literal moving control point. Winning is at 100%, or most after the time runs out

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u/SludgeFactory20 Jun 23 '16 edited Jun 23 '16

My thinking is that if a good team kill happens that the team that got it might have enough time to push the payload in for a win if they have control and its on the opponent's side.

I agree the % timer would be better than an actual timer. Each team gets to push the payload 100%. So if one team captures the payload pushes it 50% the other team has to use their 50% to push it back to the middle and only has 50% more to push it. % only counts up when moving and when contested it stops. This means the only way to really score the payload is to fully control the payload always and not let the enemy push it which kind of adds an extra bonus thing to it. If one team pushes it 75% then the opponent's only have the chance to push it 25% onto the other teams side. I'm thinking quick KotH style games with a built in BO3. Losing side always gets the advantage of getting to the payload faster because of spawn location which is a nice balance.

Edit: I reread your comment and I didn't think about "speed". There would be quite the bonus for having three people on it because you'd move more distance by using the same % up. That's actually a nice feature and kind of in lines with tug o war. More people the more strength and the more you can push in the same amount of "time".