CTF

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Which scoring system/gameplay of the three options can you LIVE WITH? That is, by voting you state you'd accept ANY of what you voted for.

None
1
2%
Frags And Points - Full Flag Carrier Speed (like 2.42) ONLY
9
20%
Just Points, No Frags - Full Flag Carrier Speed ONLY
5
11%
Captures Only - Reduced Flag Carrier Speed ONLY
6
14%
Just Points, No Frags - Full Flag Carrier Speed OR Captures Only - Reduced Flag Carrier Speed
7
16%
Frags And Points - Full Flag Carrier Speed (like 2.42) OR Captures Only - Reduced Flag Carrier Speed
4
9%
Frags And Points - Full Flag Carrier Speed (like 2.42) OR Just Points, No Frags - Full Flag Carrier Speed
7
16%
All of these (IOW: I don't care)
5
11%
 
Total votes : 44

Postby take_this_cup_of_poison » Mon Oct 06, 2008 7:17 pm

divVerent wrote:Then write one, whoever can. This game is open source.

Still, WHY a tutorial for onslaught? It is SO DAMN SIMPLE, entities.def explains it enough.

For Assault, ask SavageX. BTW, an Assault map is just being made.


For ONS: because I've never played ONS yet people want spirecontrol to be ONS... so ... I just need the "put x to y, and connect z to v, and you have a basic ons map"

I'd like to finish my own assault map but connecting the stuff together is much harder than programming and when I try to play it on 2.4.2 blue and red spawn randomly.

A tut is needed. I'm not the only one who has failed at making an assault map. Other peeps were making one but quit it seems. It is absolutly rediciously complex.

Definitly needs a tut. It would be nice if whoever made the insanely complex gametype made a tut with diagrams and all that jazz :)

People make CTF maps rather than assault maps because CTF is easy yet can support large maps and defense/offensive teamplay anyway.
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Postby divVerent » Tue Oct 07, 2008 6:13 am

If you have never played ONS, you should first play it and learn how it works before making a map for it, so you know what's important for ONS gameplay. See the map ons-reborn included with Nexuiz.

Once you get the basic idea of ONS, you can make a map supporting it.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Fisume! » Tue Oct 07, 2008 8:05 am

But please add more weapons in your onsmap @mapmakers :wink:
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Re: Another (old?) idea

Postby alpha » Tue Oct 07, 2008 10:48 pm

terencehill wrote:Why dont limit the time for capping for each player?

I mean: 15 minutes is the duration of the match: u have to attack for 7:30, and 7:30 to defend. To do this it should be implemented that during defending time, the flag can't be taken. The time can be splited in other ways: 2 mins attacking, 2 mins defending and so on for the rest of the game.

The server could decide at the begginning of the match the players that can attack and the players that dont, splitting the single team in attackers and defenders and change them during the game (a countdown can be shown for remaining time in assigned role).

What do u all think about this idea?


The idea is win. I support.
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Postby divVerent » Wed Oct 08, 2008 6:04 am

That's no CTF any more... but why not as a mod. Could be neat.

Actually, it is very similar to the "Assassins" mod for DM...
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Re: Another (old?) idea

Postby Fisume! » Wed Oct 08, 2008 8:58 am

alpha wrote:
terencehill wrote:Why dont limit the time for capping for each player?

I mean: 15 minutes is the duration of the match: u have to attack for 7:30, and 7:30 to defend. To do this it should be implemented that during defending time, the flag can't be taken. The time can be splited in other ways: 2 mins attacking, 2 mins defending and so on for the rest of the game.

The server could decide at the begginning of the match the players that can attack and the players that dont, splitting the single team in attackers and defenders and change them during the game (a countdown can be shown for remaining time in assigned role).

What do u all think about this idea?


The idea is win. I support.


Please not, this isn't realy ctf anymore. There's already the new gamemod "Assault", you can try it out with Savage's testmap. Just download it, copy&past it into your data folder, open nexuiz, open the console and write "map canyonassault_a1". Enjoy!

btw: sorry.. but this stupid bots :?
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Re: Another (old?) idea

Postby terencehill » Thu Oct 09, 2008 3:21 pm

Fisume! wrote:
alpha wrote:
terencehill wrote:Why dont limit the time for capping for each player?

I mean: 15 minutes is the duration of the match: u have to attack for 7:30, and 7:30 to defend. To do this it should be implemented that during defending time, the flag can't be taken. The time can be splited in other ways: 2 mins attacking, 2 mins defending and so on for the rest of the game.

The server could decide at the begginning of the match the players that can attack and the players that dont, splitting the single team in attackers and defenders and change them during the game (a countdown can be shown for remaining time in assigned role).

What do u all think about this idea?


The idea is win. I support.


Please not, this isn't realy ctf anymore. There's already the new gamemod "Assault", you can try it out with Savage's testmap. Just download it, copy&past it into your data folder, open nexuiz, open the console and write "map canyonassault_a1". Enjoy!

btw: sorry.. but this stupid bots :?


Also CTF already exists: look in server list how many ctf servers exist. And it is still CTF (capture the flag) .degreen with the fc slow.

The problem we are talking about is to make players play more on defence instead of attacking like crazy all the time. And in Nexuiz CTF forcing players to defend is the only way (keeping in mind the current scoring system).

The fc slow is a solution (I don't know how effective, but not so much for what I've seen) but I don't like it simply coz it's unfair. That's why i'm proposing new solutions.
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Re: Another (old?) idea

Postby RoKenn » Thu Oct 09, 2008 6:36 pm

terencehill wrote:Why dont limit the time for capping for each player?


Because that would destroy the few occasions in which a team actually organizes itself and certain people go for attack and others take care of the defense.

It would also be disgusting if you hurry to the enemy base - hindered by some opponents - and when you finally reach the enemy flag your status switches to "defender" just in time. :P
[Tue Aug 5 2008] [00:15:01] <Ronan`> RoKenn, you're an evil person :P
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Re: Another (old?) idea

Postby terencehill » Thu Oct 09, 2008 8:16 pm

RoKenn wrote:
terencehill wrote:Why dont limit the time for capping for each player?


Because that would destroy the few occasions in which a team actually organizes itself and certain people go for attack and others take care of the defense.


There is not need to organize the team if the sever organize it for u. And this would happen in every game, not in those few ones that u r talking.

It would also be disgusting if you hurry to the enemy base - hindered by some opponents - and when you finally reach the enemy flag your status switches to "defender" just in time. :P


well... not a good thing... but it's a system and each system have pros and cons.
If the time for defending is long then this would happen less times, if it is short, more times.
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Postby mand1nga » Mon Oct 13, 2008 8:27 pm

Well ... too bad that I definitely have no time for reading the entire thread, I'll just post my thoughts about this:

I've voted for Frags And Points - Full Flag Carrier Speed (like 2.42) ONLY because I've been playing lately under this mode in Urban Terror CTF, different public servers, and perceived most players tend to play like a team and not just individuals, ie: enforcing defense, middle-field or attacking as needed, and issuing more team communication than I'm used to see in public Nexuiz servers.

In this mode only flag captures is what matters, no returns/kills/etc, so here is no point on beign selfish, if you see your team losing you feel that you are losing too and this encourages to fill any void your team is having.

However returns/kills/deaths/etc are tracked just for statistical purposes, I think this is a must in order to know how a player is performing.

I don't like any solution involving slowing down the flag carriers and/or wave respawns, because this is just against the Nexuiz vision: A fast paced game.

I've been playing a lot of Nexuiz CTF in the last 11 months and I'm just saying that I clearly noticed a difference in the behaviour of most players comparing both scoring systems.

And I think the problem you are trying to solve is way complicated: trying to put a barrier/limit in players who don't understand that their behaviour is hurting their team, and this is a social/cultural problem. This will never be easy to fix through a computer system, without creating a whole lot of restrictions.

Maybe we don't have to decide just one scoring method, we can choose the most voted options, then test it empirically on different public servers, measure what happened with each case.

I encourage to keep looking in the less obvious places, for example if the new team radar is enabled by default, it would be easy for any player to understand that there is no one on their base, this is a quick and visual suggestion for switching to defense at least for some minutes. Also having at hand CTF communication binds by default should be helpful.

Cheers
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