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Alien wrote:... Or spawn killing which is usual in wave respawn games. ...
Alien wrote:... Your suggestion makes running after a flag carrier useless cause you can't return the flag ... you touch the flag, reset timeout, you're nexed, another player touches, resets timeout, and so on and so on. ...
Alien wrote: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),
Alien wrote: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.
Alien wrote: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
Alien wrote:Crylink deaccelerates. Nobody wants to be accelerated by nex shot.TVR wrote:weapon fire by pursuer accelerates flag carrier
Alien wrote: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.
Alien wrote:quake didn't handicap anyone.TVR wrote:]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.
TVR wrote:Alien wrote:... Or spawn killing which is usual in wave respawn games. .
I understand your current position is a result of your misinterpretations of the previous post, however it does not matter whether you understand, only if divVerent does.
DivVerent was the one who implemented wave respawn, for which was done because he knew, while any sort of delayed respawn would increase the penalty of being fragged, respawn in waves increased the resistance of respawners by overwhelming spawnfraggers.
I KNOW divVerent will understand that post, perfectly.
TVR wrote:Alien wrote:... Your suggestion makes running after a flag carrier useless cause you can't return the flag ... you touch the flag, reset timeout, you're nexed, another player touches, resets timeout, and so on and so on. ...
Just because one can't return the flag doesn't mean one should allow the the enemy flag carrier to escape with the flag.
Of course, I only mentioned no manual flag returns, but I never mentioned any systems to prevent such GPMs [GamePlay Mechanics] from forming [i.e. Flag returns in 30 seconds, 1 second is added to the timer every 2 or so seconds someone holds the flag], or drew any connection of periods between wave respawns allowing a window of opportunity.
TVR wrote:Alien wrote: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),
I've already explained why MojoCTF is the only balanced map with the current GPMs of the success ratio between the attacker and defender being weighted onto the attacker.
Which means this is a issue of comprehension on YOUR end.
TVR wrote:Alien wrote: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.
If you define 'real' CTF maps as ones that follow Quake or UT CTF map designs, then you are just further demonstrating your ignorance for why Quake or UT CTF map designs rely on GamePlay Mechanics [GPMs] that bias the attacker to defender success ratio to the side of the defender [if you happen to read this, it means the complete opposite of current Nexuiz GPMs.]
TVR wrote:Alien wrote: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
You don't understand how Newtonian motion works [or else you wouldn't need to comment on that advantage], although DivVerent does, I'll try to sum it up in a manner you may understand better.
Fire a bullet from a pistol travelling forward at 100 KPH, propellant adds an additional 100 KPH to the relative speed of the bullet, bullet flies out at an absolute speed of 200 KPH.
Fire a bullet from a pistol travelling forward at -100 KPH [travelling backward], propellent adds 100 KPH to the relative speed of the bullet, bullet flies out at an absolute speed of 0 KPH on the axis it was fired.
I haven't factored in the gravitational constant, but no matter how fast the bullet is travelling on horizontal dimensions, be it 0 or 200 KPH, it still falls vertically at the acceleration of the gravitational constant.
Nexuiz' semi-Newtonian physics adds player speed to projectiles on the forward axis [side velocity is discarded], but only subtracts speed from a backward moving to a point, therefore the projectile will never stop or travel backwards, because most projectiles aren't affected by gravity, so it wouldn't make sense to some.
-> <-; where -> is a pursuer, <- defender's rocket; will always be faster (unless defenders rocket will go backwards) than ->+-> ->; where ->+-> are pursuer and his rocket, -> pursued.
TVR wrote:Alien wrote:Crylink deaccelerates. Nobody wants to be accelerated by nex shot.TVR wrote:weapon fire by pursuer accelerates flag carrier
Acceleration is acceleration, at least being accelerated by a pursuer Nex shot has benefits, while deceleration by a flag carrier Nex shot has none.
TVR wrote:Alien wrote: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.
If the flag carrier has any lead on the enemy, lead being defined as lower time to reach base [which is constant even on differing routes], the flag carrier will score.
The flag carrier does not HAVE to remain in enemy territory, the flag carrier's base as a safe spot, for example.
TVR wrote:Alien wrote:quake didn't handicap anyone.TVR wrote:]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.
Nexuiz does not have the same GPMs as Quake, already proved to an logically incontestable threshold.
0-0 Captures, possibly if everyone is equal is every possible manner, such as reflexes, perfect play, latency, FPS, etc.
But unless any randomness is involved, completely equal players will achieve completely equal results in any game mode.
TVR wrote:Everyone using logic should be able to understand the original post, and not require another direct address.
The original post has also reached the logically incontestable threshold, if anyone else willingly decides to contest the original post further, that someone is not using logic and needs to be ignored.
Alien wrote:And yet, [respawn waves] was removed...
Alien wrote:Logically incontestable threshold is not argument ...
Alien wrote:TVR wrote:Alien wrote:... Your suggestion makes running after a flag carrier useless cause you can't return the flag ... you touch the flag, reset timeout, you're nexed, another player touches, resets timeout, and so on and so on. ...
Just because one can't return the flag doesn't mean one should allow the the enemy flag carrier to escape with the flag.
Of course, I only mentioned no manual flag returns, but I never mentioned any systems to prevent such GPMs [GamePlay Mechanics] from forming [i.e. Flag returns in 30 seconds, 1 second is added to the timer every 2 or so seconds someone holds the flag], or drew any connection of periods between wave respawns allowing a window of opportunity.
This is another hidden thing, which makes game random, cause you can't predict exact time at which flag will return.
Alien wrote:... can't agree with most people opinion, what is balanced map. ...
Alien wrote:... Nexuiz GPM isn't based on getting the flag before your opponent caps (and shouldn't). ...
Alien wrote:TVR wrote:Alien wrote: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.
If you define 'real' CTF maps as ones that follow Quake or UT CTF map designs, then you are just further demonstrating your ignorance for why Quake or UT CTF map designs rely on GamePlay Mechanics [GPMs] that bias the attacker to defender success ratio to the side of the defender [if you happen to read this, it means the complete opposite of current Nexuiz GPMs.]
... Quake didn't bias anything ...
Alien wrote:... Being accelerated by nex shot has almost no benefits ...
Alien wrote:TVR wrote:Alien wrote: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.
If the flag carrier has any lead on the enemy, lead being defined as lower time to reach base [which is constant even on differing routes], the flag carrier will score.
The flag carrier does not HAVE to remain in enemy territory, the flag carrier's base as a safe spot, for example.
Still I don't understand how does it cross defense line. Does it magically teleport or what?
Alien wrote:TVR wrote:Alien wrote:quake didn't handicap anyone.TVR wrote:]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.
Nexuiz does not have the same GPMs as Quake, already proved to an logically incontestable threshold.
0-0 Captures, possibly if everyone is equal is every possible manner, such as reflexes, perfect play, latency, FPS, etc.
But unless any randomness is involved, completely equal players will achieve completely equal results in any game mode.
You don't need equal teams to get 0-0 scores. Some maps are just easier to defend than attack and even weaker team ...
Alien wrote:... Nexuiz does not have same GPM as quake, yet the quake3 is the most relative game to nexuiz than any others. You could achieve very high speeds in quake3 too. ...
Alien wrote:... EDIT:
And btw, the most balanced map (teamplay wise) is SUBSEATRACK which can be thought as antithesis of mojoctf. ... No speed removal is required for this map and only caps would work very well here.That's why I would vote for this. But because we have ONLY ONE map of such type, I'll probably should vote differently. ...
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