[SDNL] CTF Flag Rework

Currently, the flag carrier has no limitations on what they can do when carrying the flag, which in a very fast and mobile game like SDNL can lead to some absurdly quick victories due to the amount of movement mechanics in this game. There have been games where my teammates didn’t even know what was going on when they won.

I propose that the flag carrier is limited in weapon choice to the flag itself, a melee weapon of the likes of the Oddball. Personally I think it should be a slow but heavy damage dealing melee. Secondly, having the flag in your hand should remove your double jump. It gets rid of a valuable tool without completely making you helpless, as a slide and one jump can do wonders.

To give it some flavor, it could have an alt fire that can provide a buff to nearby team members, such as instant health or ammo resupply. This would have a cooldown, so it couldn’t be spammed. Having these limitations prevents the flag wielder from going from one end of the map to the next in a matter of seconds, but still lets them benefit the team and play the game.

Honestly just removing the movement weapons (Super Shotty, Minigun, Katana and Telepuncher) from the weapon pool would already help with this issue immensely.
I’m not opposed of stripping all the weapons from the flag bearer, but I was going to suggest letting them use the handguns at the very least, so it doesn’t play completely the same as Oddball.

It wouldn’t be the same as oddball. That is kore similar to KOTH rather then CTF. I would want to make the weapon more unique then the oddball. Removing the movement weapons might be a good idea but I’d rather not restrict movement as much as already suggested. Plus, handguns like the revolver are just not balanced and are stronger then normal guns.