Trending Games | Marvel Heroes | Elder Scrolls Online | ArcheAge | Star Wars: The Old Republic

  Network:  FPSguru RTSguru
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Members:2,922,032 Users Online:0
Games:760  Posts:6,314,994

Show Blog

Link to this blogs RSS feed

WWII Online: Battleground Europe News

News from the front line. WWII MMO FPS, Play For Free. www.wwiionline.com

Author: XOOM-CRS

New Capture Mechanics Introduced in WWIIOL:BE v1.31

Posted by BEMotormouth Monday October 12 2009 at 12:14PM
Login or Register to rate this blog post!

Written by Al "RAFTER" Corey
Executive Producer, Cornered Rat Software

The basic capture mechanic in Battleground Europe has remained unchanged since 2001. While there have been additions and changes to rules surrounding captures such as timers and orders, the basic "table humping" action is the same since the game began. That will change with the 1.31 update currently in Beta testing.


--------------------------------------------------------------------------------

Beginning with v1.31, the action which will trigger a capture event is the presence of enemy infantry inside a capturable building. This method of triggering the event eliminates the need to make physical contact with a capture object such as the crate/radio found in v1.30 but there are no changes to the rules which govern when a building is capturable. Radios will continue to exist in the game world as cultural objects, not capture objects.

A new HUD element has been added to the game which will provide more information about your location and status of any facility.

Within the new element there are icons which represent your location in the world;

Terrain: this icon indicates you are not in proximity of a CP
Flag: this icon indicates you are in proximity of a CP
Building: this icon indicates you are inside a building
Also displayed is information associated with different icons;

Terrain
"No Towns Near" message
Flag
Name of CP
Ownership status display bar (indicates what percentage of the CP is owned by your side versus the enemy)
Building
Name of facility associated with the building you are in
Ownership (ownership progress bar indicates the percentage towards ownership of the facility)
Capture status (eg: "capturable", "not capturable", "enemy capturing" messages)
The colors of the ownership/capture bar are the same as your friendly and enemy icon colors as modified on your Settings tab. The default is blue for friendly and red for enemy.

Example Scenario #1

You are inside a capturable building owned by your own forces. The new HUD element will indicate you are inside a building with the building icon. The ownership of the facility associated with the building will be indicated by seeing the bar filled completely with green. The capture status will indicate that the building is capturable as dictated by the game's rules.

An enemy infantry enters the building. Immediately, the ownership progress bar begins to fill with red. This indicates to you that the enemy has begun a capture of this building. The meter will increase the amount of red and decrease the amount of green as the capture continues. If the meter fills completely with red, a capture by the enemy is complete.

To stop the capture before it is complete, no enemy infantry can be alive in the building. Once all enemy infantry have been killed or forced out of the building, a reversal of the meter's capture progress begins until completely filled with green again.


Example Scenario #2

You enter an enemy capturable building. Your new HUD element indicates that your presence has begun a capture event by filling the red ownership progress bar with green. You take up a defensive position inside the building as the capture progresses. During the capture process, an enemy infantry shoots and kills you. The capture progress made during your time inside the building begins to degrade. A friendly infantry enters the building, and the capture event continues from the current capture progress. It does not start again from the beginning. If the capture event was 50% complete when you were killed but was degraded to 40% between the time you were killed and a friendly entered the building, the capture event would progress from the 40% point.

Capture progress is degraded when there are no capturing infantry present in the building. The rate at which the capture degrades in approximately twice as fast as the rate of capture but this may be modified in testing.

This new mechanic means that to ensure a capture continues without interruption, you must keep at least one friendly alive in the building. As a defender, clearing out and keep building clear of enemies will ensure the capture progress is degraded as soon as possible.

At this time, the number of infantry present will not act as a modifier to the capture or degrade rate. This is something that we may move towards in the future.

This feature is going to require significant play testing and possible adjustments before it is ready for campaign play. We ask for your feedback and questions.

New Capture Building

Full Gallery of Images Here

Capture FAQ

Q. Are there any changes to the capture rules?
A. No, the only adjustments that are being made with the new capture feature are the timers for how long a capture takes and how quickly it degrades when a capture event is interrupted.

Q. In the current capture mechanics, you aren't able to fire your weapon during a capture. Any change?
A. Yes. During a capture event you can fire your weapons as you can any other time.

Q. Will radio tables have any function?
A. The tables were replaced with a radio/crate object in 1.30. These will no longer be used for capture. Radios will continue to be placed in the world as cultural objects.

Q. Is the mini-map still going to display our LAT/LONG?
A. No, there are some changes coming to the mini-map. LAT/LONG is now displayed on the new HUD element as seen in the preview screenshots.

 

Leave a comment or join the discussion on the forums

 

Anarchist420 writes:

I wasn't aware anyone even played WWIIOL.  Learn something new each day.

Mon Oct 12 2009 7:56PM Report
eric_w66 writes:

While it has its issues, its some of the only "real" PvP in the MMO world. Makes "PvP" in MMORPG's a joke (which it is).

Mon Oct 12 2009 9:51PM Report
Ferakpsi writes:

I'll wait until the next "welcome back soldier" hits to check it out.  Hoping for the best for WWIIOL, was always a hidden gem, but has a very slow dev cycle.

Mon Oct 12 2009 11:19PM Report
Goozin writes:

 Looks amazing cant wait

Tue Oct 13 2009 12:32AM Report
Vevi writes:

Great work guys keep it up. Love this game!

Tue Oct 13 2009 1:39AM Report
kallek writes:

 Been off and on for the last five years. I guess I'll be on again after 1.31

Tue Oct 13 2009 3:07AM Report
Ripper writes:

Great work Rats, the changes sound good and I will mirror what was said above, this game has the only "Real" skill pvp in any mmo I have played, there is no zerging or exploiting or overpowered comp of FOTM class, any unit can take out any other unit within reason just depends of on the skill of the people involved.

Tue Oct 13 2009 3:55AM Report
FireFork writes:

I have been away for a long time now, a year or so. Have a active account ( i login time to time to feel the thrill of it) because i want to support the good work the devs and all other does in this great game. I will be back in 1.31 on a more regular basis.

S! BTZ

Firefork

Mon Nov 16 2009 4:30AM Report

MMORPG.com writes:
Login or Register to post a comment