FULL RP Name(s): A: (as of posting) OL R-7 Tagger Giggly, OTA-SH WARLORD TR 06 09270, CWU R&D G7 Jeff
Discord Username: A: @jeff139
Steam ID: A: STEAM_0:1:45112763
Workshop Link:(If applicable) A: N/A
What is your suggestion? A: Add a point E to Pripyat or move point C (as its current location is extremely barren) to the suggested location for point E and move back the combine spawn borders. Alternatively, add proper signage to the point B exit of combine borders (it isn't marked on that exit but is marked on all other exits to the sewers on Pripyat). Maybe even move the borders even if the point isn't added or moved, because the sewers would be a great area for PVP but it's all wasted space since rebs aren't even allowed to enter.
Point E or the moved point C would be placed at the location shown above. There's only one way in, sure, but without climb sweps or vehicle drops, there's also only one way into D and only one way up A. This one just can't be swepped to and vehicles can't get to it. It would present a unique challenge to raid this area once defenses are built, and is an extremely defensible location. It'd also be a great spot for GM events and R&D labs if the location weren't a point and weren't in borders.
Whether or not the new point is added, combine south sewer borders should be moved to here, instead of the sewer exits halfway to B and near A (granted, again, the one halfway to B is not marked as spawn and RUs have gotten dangerously close to bordercamping combines before as a result), as it would open up the sewers for skirmishes and GM-run conflicts. The area has a lot of space, a lot of cover, and a whole lot of nothing to do with it, even some people who used to RP on the old Pripyat map, which apparently had the sameish sewers from what I've been told (I've never seen it myself), forgot this area existed.
How would this benefit the server? A: The area would be great for skirmishes and heavily fortified defenses that would need high numbers to push through, it'd end up being a stronghold at times and a warzone at others, I think people would have a lot of fun bolstering defenses there and/or pushing through said defenses.
I am aware of this location and while I do think it is an interesting spot, I do not think it should be a capture point for a number of reasons.
Its WAY to close to borders. Yes your scheme involves pushing them back, but where to? There isn't enough room down there to make the new borders not spawncamping hell since there would be a point right next to them. On top of that, it also means that the combine have incredibly easy access to the point, meaning the point would probably flip flop between combine getting aggressively spawncamped before eventually getting enough people to dogpile into the point and overwhelm the rebels.
On top of that, the area just isn't somewhere that would encourage good gameplay. Like there is just one way you'd be able to attack it: everyone pushing through the front door, maybe with some grenades being thrown in beforehand. I agree that point D is similarly limited, but it still has flank routes. People predominantly hold it from the room with the crate in it, so while there is only one ramp up, as soon as you get up that one ramp you have 3 different routes into the building. This point would functionally just be a hallway to nowhere with like a few rooms jutting off of it.
As far as just moving the borders back but not adding a point: I don't think its that important either way. If a GM REALLY needs to use it, they can. They have a variety of tools that can be used to move players around if needed. Its fine to just block off the area and bring people in as needed for the event.
A: (as of posting) OL R-7 Tagger Giggly, OTA-SH WARLORD TR 06 09270, CWU R&D G7 Jeff
Discord Username:
A: @jeff139
Steam ID:
A: STEAM_0:1:45112763
Workshop Link: (If applicable)
A: N/A
What is your suggestion?
A: Add a point E to Pripyat or move point C (as its current location is extremely barren) to the suggested location for point E and move back the combine spawn borders. Alternatively, add proper signage to the point B exit of combine borders (it isn't marked on that exit but is marked on all other exits to the sewers on Pripyat). Maybe even move the borders even if the point isn't added or moved, because the sewers would be a great area for PVP but it's all wasted space since rebs aren't even allowed to enter.
Point E or the moved point C would be placed at the location shown above. There's only one way in, sure, but without climb sweps or vehicle drops, there's also only one way into D and only one way up A. This one just can't be swepped to and vehicles can't get to it. It would present a unique challenge to raid this area once defenses are built, and is an extremely defensible location. It'd also be a great spot for GM events and R&D labs if the location weren't a point and weren't in borders.
Whether or not the new point is added, combine south sewer borders should be moved to here, instead of the sewer exits halfway to B and near A (granted, again, the one halfway to B is not marked as spawn and RUs have gotten dangerously close to bordercamping combines before as a result), as it would open up the sewers for skirmishes and GM-run conflicts. The area has a lot of space, a lot of cover, and a whole lot of nothing to do with it, even some people who used to RP on the old Pripyat map, which apparently had the sameish sewers from what I've been told (I've never seen it myself), forgot this area existed.
How would this benefit the server?
A: The area would be great for skirmishes and heavily fortified defenses that would need high numbers to push through, it'd end up being a stronghold at times and a warzone at others, I think people would have a lot of fun bolstering defenses there and/or pushing through said defenses.
I am aware of this location and while I do think it is an interesting spot, I do not think it should be a capture point for a number of reasons.
Its WAY to close to borders. Yes your scheme involves pushing them back, but where to? There isn't enough room down there to make the new borders not spawncamping hell since there would be a point right next to them. On top of that, it also means that the combine have incredibly easy access to the point, meaning the point would probably flip flop between combine getting aggressively spawncamped before eventually getting enough people to dogpile into the point and overwhelm the rebels.
On top of that, the area just isn't somewhere that would encourage good gameplay. Like there is just one way you'd be able to attack it: everyone pushing through the front door, maybe with some grenades being thrown in beforehand. I agree that point D is similarly limited, but it still has flank routes. People predominantly hold it from the room with the crate in it, so while there is only one ramp up, as soon as you get up that one ramp you have 3 different routes into the building. This point would functionally just be a hallway to nowhere with like a few rooms jutting off of it.
As far as just moving the borders back but not adding a point: I don't think its that important either way. If a GM REALLY needs to use it, they can. They have a variety of tools that can be used to move players around if needed. Its fine to just block off the area and bring people in as needed for the event.