[-z-] wrote:TVR wrote:[-z-] wrote:TVR wrote:Suggestion: Reduced flag carrier speed, no flag returns - flags remains at drop location for a period of time, frags count [each frag hampers the opposing team], wave respawn.
Hell no!
A denouncement requires an explanation.
It forces a more offensive strategy which is exactly what we're trying to diffuse to emphasize teamwork.
Automatic timed flag returns require greater offencive and defencive play in total, the team flag requires defending with the difficulty proportional to distance from base, while the enemy flag requires transportation with difficulty proportional to distance from enemy base.
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[-z-] wrote:Also, the general consensus for scoring is flag captures.
The value of a quantitative poll is incomparably low to value of a qualitative poll [requires the usage of
text votes]
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Alien wrote:TVR wrote:Suggestion: Reduced flag carrier speed, no flag returns - flags remains at drop location for a period of time, frags count [each frag hampers the opposing team], wave respawn.
... E.g. enemy drops flag in his base. How should we make it timeout and return to our base? ...
If the flag has already reached the opposing base, it is the opposing team's imperative to have an advantage in retaining flag so
they can score.
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Alien wrote:... (time difference) is bad too.
That is
subjective assessment, wave respawn rewards the elimination of defenders before stealing the flag [A 'proper' sequence of attack].
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divVerent wrote:#3 is BROKEN ... Nexuiz's problem is that this actually works - which is CAUSED by the high speed. ...
It's is not about the absolute velocity,
but rather the relative velocity between the flag carrier & pursuers.If the acceleration, and therefore distance between the flag carrier and pursuer remains uniform, whatever lead the flag carrier has will be maintained, along with all other advantages from leading. [First to pickups, weapon fire by pursuer accelerates flag carrier, while weapon fire by flag carrier decelerates pursuer, projectiles reach pursuer quicker than vice-versa, path of pursuer is predictable, while vice-versa isn't, etc.]
All current CTF maps are linear, are and defended by preventing the opposing team from scoring by holding the opposing flag.
Trying to defend the base is less rewarding than attempting to retrieve the flag, as once the flag is returned, as long as the flag carrier has any lead on the opposing team respawn point, the flag carrier will be able to score before the opposing team can retake the flag due to the maintained lead from constant velocity.
Therefore, handicapping the flag carrier's acceleration is the simplest, and most effective method of balancing CTF across all maps with the exception of MojoCTF, the only existing balanced map [The opposing team is ALREADY able to retake the flag before the flag carrier can score] relying on player propulsion.
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divVerent wrote:... Reducing the speed is obviously not an option ... just look at the vote results ...
This poll is defective by design, text votes should have been used to garner explanations, and allow reconsideration of vote.
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divVerent wrote:... To compensate ... the current scoring rewards flag returns. Rewarding mere fragging is indeed questionable ...
The distinction between the two is made with sequence, combat engagement before or after the enemy steal the flag.
The design flaw lies with a greater reward for permitting the enemy to steal the flag before an engagement, rather than greater combat efficiency by engagement with the enemy as soon as possible.
Therefore, automatic timed flag returns reward the elimination of the enemy as soon as possible, as a delay will only permit the enemy to move the flag away.
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TVR wrote:Suggestion: Reduced flag carrier speed, no flag returns - flags remains at drop location for a period of time, frags count [each frag hampers the opposing team], wave respawn.
This suggestion has now been explained thoroughly.