Team Balancing and the new Rocket Flying

Discuss Nexuiz gameplay here.

Moderators: Nexuiz Moderators, Moderators

Postby tZork » Wed Oct 01, 2008 5:40 am

"all" you have to do on mental is laser yourself to the central bobbing thing, and then onto the other side. timing that is hard in a real game thou, but it IS possible to cross with laser only. Actually you can even use the jumppads without laserz or rockatz and still reach the destination.. ;)

TVR wrote:MojoCTF blabla

So your saying mojo and mental are diffrent maps? Non of these maps (specially not mentalspace) was designed to work with now Nexuiz currently does. Imo, most arguments based on "this does that on this map" are void. most maps are not designed for the precise workings on current Nexuiz. Laserpadeling and rocket flying are not designed features or bugs but rather unintended features. That dont make it a bad thing, but it does make balancing it harder since it wasn't "part of the plan" The topic is abt rocket flying btw, having a rl is kinda implied.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
tZite Admin
 
Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby take_this_cup_of_poison » Fri Oct 03, 2008 6:41 pm

[-z-] wrote:Often times, the problem the reduction was supposed to fix, a lack of team cohesion isn't much better. This is trying to force team thinking which may very well improve public games. HOWEVER, this needs to be done in combination with good team communication


Until nex has built in voice chat it will continue to have problems with communication: it's hard to use the keyboard to text at people and move around at the same time...
take_this_cup_of_poison
Banned
 
Posts: 198
Joined: Sun Jan 20, 2008 2:25 am

Postby take_this_cup_of_poison » Fri Oct 03, 2008 6:48 pm

TVR wrote:Map design, and by extension gameplay, serves to quickly assert maps as flawed.

An important factor is that the pursuer-pursued relation is reversed, intercepting a flag carrier requires more skill than it is to escape with the flag, simply because pursuit requires more work & effort in Nexuiz. To pursue one that is using a weapon to boost their velocity, one must match the target's velocity by boosting, as well as maintaining a steady aim and satisfactory damage to negate any health related pick-ups while continuing to whittle down their health at a sufficient rate, and optimally, not boosting their velocity far further.

For example, rocket boosting is a symptom of Mentalspace, Capture City and Resevoir CTF, as a consequence of the open layout, coupled with the ineffectiveness of weapons on fast, flying targets, promotes an environment where it is viable strategy.

Greatwall_reloaded is afflicted with easy entrance, easy escape [both due to the proximity of the jump pad to the base, and the effective immunity granted by curving the jump pad velocity to return to the base] for fast flag runs, while a mass or conventional attack is easy to repulse [due to the quick spawns negating the advantage of defeating a defending player, delayed wave spawns solve this problem, however it benefits high velocity flag runs equally]; Hydronex suffers from a less-apparent derivative of the flaw.

On Controlfactor and other expansive maps, the expanse in terms of nooks and escape routes simply increases the difficulty of pursuit.

CB_CTF1, space_fun-nex2, evilspaceCTF, eyecancer_CTF, pushmeCTF, provide a mechanism capable of transporting only one at a time, discouraging basic team support in the form of following, and decreasing the effectiveness of multiple pursuers, as the pursued gains a head start while multiple pursuers wait to use whatever the mechanism.

mIKEctf2 and hal_palindrome simply penalize the pursuer with a technical that allows the pursued to pummel with the pursuer with greater impunity.

It is a sufficient explanation as to why conventional CTF maps do not function as intended in Nexuiz, it has resulted in the creation of the only compatible Nexuiz CTF map, mojoCTF, which properly emphasizes prevention of capture by lack of flag at base as a valid defence.


Could you review some of my CTF maps too please. Like DC6, maybe OC7, some others. :D
take_this_cup_of_poison
Banned
 
Posts: 198
Joined: Sun Jan 20, 2008 2:25 am

Previous

Return to Nexuiz - Gameplay

Who is online

Users browsing this forum: No registered users and 1 guest

cron