343 replied to this design choice on Reddit:
It’s not quite accurate that either of those objects have always been One-Hit-Kill across history, but more importantly precedent is only a small piece of the puzzle.
Of course, it’s annoying to come into something with a certain expectation, have it unmet, and then feel like you need to re-learn something “needlessly” BUT it’s more important that we put forward the best gameplay experience we can with the data and resources we have.
I tried OHK on both of those objects for a while, as well as several other iterations in the vein of [give the objective carrier more power fantasy] – because naturally players ask for the primary thing the game tells them to do to be packed full of personal reward. It makes sense, and even though I didn’t end up with OHK in the end, it’s still a valid design path to go down.
Anyways, the net result of OHK for either item tends to increase snowball-size too much – the team with the objective-advantage has an easier time completing their goal and their opponents feel the task of rubber-banding the scenario back in their favor too difficult or too far and few between.
Add to the puzzle that OHK is also somewhat dependent on levels and it’s an even messier problem – levels with lots of hard-angles, for instance, add a bunch of power to one-hit-kill and pretty much in the least fun way.
If I could sum the feedback and data for OHK in very short terms: objective carriers tend to report having a better time, but overall matches are less compelling or fun.
I’m going to end up making this post too long but I’m trying to keep it short –
OHK tends to make being the objective-carrier more personally rewarding or fun for 1 player while hurting the experience for the other 7; for teammates your assistance with the main goal is less important, and opponents’ efforts can feel too futile.
So, I went with something more indirect –
In CTF, you can “Contest” the flag’s automatic-return by standing within the visible boundary. This means that if you need to hot drop it and fight that you don’t need to manage the flag’s return-state at the same time. In the past you could lose track of the return time and make a major mistake in letting the flag return home because you were too busy managing the firefight. I personally feel this added too much mental interference within carrier-decision-making. Ideally this makes dropping the flag for a fight a lighter and more comfortable decision to make.
In Oddball, the skull has a quicker melee so almost any melee vs melee fight should favor the flaming skull. Ideally this means camping a doorway is less cheesy, but chaotic skirmishes lean a bit toward the objective carrier.
Not that these are perfect solutions, S-tier gameplay design, or anything like that – just wanted to share some of the journey and insight.
In essence, I’ve intentionally chosen to emphasize teamwork rather than deliver lots of power-fantasy to the objective carriers. Maybe it was the wrong choice. Maybe it skews too far toward hardcore team-work. Maybe there’s a middle-ground somewhere not yet discussed here… hrmmmmmm
The intent is to cultivate the game for a long time, though, so please don’t take away from this “it can’t or won’t ever change” 