you touch the flag, reset timeout, you're nexed, another player touches, resets timeout, and so on and so on.
TVR wrote:All current CTF maps are linear, are and defended by preventing the opposing team from scoring by holding the opposing flag.
Cause you play only BROKEN maps then (like mojo), which I already mentioned. There are only several good maps:
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mikeCTF, cbctf6(Rocky Rampage), reservoir(which is exceptional, because based in open environment), moonstone...
Grabbing the flag before your opponent is usual for fragfest maps (succersocks, eggandbacon) but not real ctf maps, who should have curves to prevent speedcaps, several ways from base to base and different fighting areas (tunnels, arena, air to air combat places) and of course be symmetric. Space maps usually do not work in nexuiz, cause they are made too small in comparison to player speed.
This is almost how it is in the real life except backward velocity is not added to the shot released by the pursuedTVR wrote:projectiles reach pursuer quicker than vice-versa
Crylink deaccelerates. Nobody wants to be accelerated by nex shot.TVR wrote:weapon fire by pursuer accelerates flag carrier
What? He will still need to cross returning defenders line. You need one nex shot to kill his advance.TVR wrote: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.
quake didn't handicap anyone.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.
IMO, your suggestion will increase amount of 0-0 games.