Right now, the only official mission man is escort. While it is frowned upon, I think it is very well made, because it manages to balance out the huge differences between both teams. The main problem however, is that the flags are either capped too fast in the beginning in the game, or the flags are not captured at all, resulting the NF in pushing BE back to their base to the point where BE is closing the front gate to prevent enemy fire. Although the idea I have in mind does not resolve this, it does compensate for the problem by having both teams in both attack and defense mode. Because it is extremely hard to explain my idea, I will make a crappy MS Paint drawing of it: Basically, both sides attack different sides of the middle. BE side can only move up to the first NF flag through the left side, while NF can only move up to the. You can spawn at any of the flags which you captured, however recapturing the flag would be impossible. The uniqueness in this map is that the number of people defending the flag, and advancing towards the enemy has to be shared. In an ideal game, say if you're NF, half of the team will spawn at the top left flag, closest to BE top flag, in order to defend against the incoming BE, and the other at the very bottom flag, to attack/advance and capture the flag that's right above the bottom NF flag to the right. The game is won when the enemy number of tickets is depleted, and the team eliminated, OR, when you capture the very first flag of either team. So if you're BE, and you capture the bottom flag before NF caps the top flag, you will win. Now of course, in this type of a game, revivals will be imminent, so I propose the bleeding ticket format, the same as in glycencity. Another problem with this type of a map, is that the enemy team could move up to the enemy through the irregular way, so BE would go right, and NF would go left. In order to prevent this, every time a flag is captured, a ramp will elevate from the ground, which will prevent the enemy team from coming back to the spot ever again, and allow the ally team to travel over to the desired location. I am not a good mapper, therefore if I ever try to make something like this (complex enough for me) I will fail miserably. This isn't hard to make, the concept is quite simple, and if this is pulled off, I think we're in for quite a good map. EDIT: This is what the map would look like when BE is very close to winning, and NF is just slowly moving up.
If done right, this could be very awesome indeed. Would this kind of map be just pure ticket bleed? Because I think tickets would run out very fast.
The problem is, without ticket bleed, people will just keep on reviving, but then again, you could say the same about escort. So I'm thinking that revival would only work on defensive part, but not on offensive. So scratch that idea about bleeding tickets, just give each team equal number of tickets.
There's a TF2 map along these lines -- Circlejerk, I think it's called? It's a bit crazy. Not sure it would really work for Empires. Closest thing we have to it now, really, is Vehicle Training.
This is currently difficult to do well due to how flags work, all of the flags will be capturable. There is no method of circular flag capture.
erm, he suggested a fix for that, ramps the flags don't need to be un-cappable, just make it so that they can't get to the flag
It would actually be pretty easy to do this with the current entity setup. Kinda reminds me of that 'U'-shaped island map in BF1942, where people spent most of the time capturing in a circle like this anyway. Make it 8x, add a functioning monorail to move between capture points, and you have a whole bucket of awesome.
it was called wake island and was a great map (to get ur carrier stuck in the middle ) hmmm ... will there ever be aircraft carries in empires? that would be soooooo ubercool (im joking, but realy that would be great )
The main problem with water craft is that source has very little support for floating objects, they lag, a lot.