CTF

Discuss Nexuiz gameplay here.

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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 inficio » Sun Sep 28, 2008 6:12 pm

i could get behind fc reduction as an alternate game mode if it had a couple other changes to maybe make nex somewhat more tactical or team orientated. (what those changes would be, i don't know, just saying...)

there's a mindless element (on the public server level) to nexuiz that's very akin to an arcade experience. there's depth, but it's subtle. i'd hate for nex to lose that. but another mode that explores more of it might not be such a bad thing.

i think the ability to drop/pass off flag could be awesome.
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Postby alphagod » Sun Sep 28, 2008 6:33 pm

Alien wrote:Btw, question to mappers, is it possible to make open maps with curves? It would be bad if we limit mappers and our visual experience to only confined environments.


That would be very hard to get right, you can just go above the curves and fly away, facing worlds uses a big hurt brush to stop people from flying from the top of one tower to the other, it is very weird and annoying. Most space maps are easy to fly through, because they are big and open, vertically speaking so either way you go open and with curves will be hard if not impossible to achieve. Some play out well enough tough, with the 70% boost they play even better, these types of maps would benefit the most out of the change. While the other more "curved" and vertically limited maps would barely be changed, except for the inability of the FC to reach a high platform with just one laser, something he can't do but his or the enemy team can, of course there is always the option of using two lasers, another boost friendly weapon at the cost of a bit more life or just taking another route.

Inficio, FC speed reduction wouldn't be an alternate game mode, that and caps only would be CTF, the "new" game mode will be the current settings we have for CTF(as it is quite different than CTF, I vote for the NTF name :P). Nex is and always will be a tactical weapon, it's just its miss-use on maps that make it "campy", having 6 of them on Facing(open map, plenty of places to hide behind while covering a lot of the map) for example makes it easy to camp, that is the map problem tough, not the weapon itself, having just two would change the map. Using it in more cramped environments tough is a whole different story, that's where the weapon truly shines for me, but not having it on a big open map would make it impossible to stop the FC if he is to far away. Also I agree on the pass/drop the flag, that's a very very good idea.
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Postby M_ » Sun Sep 28, 2008 8:29 pm

Biggest problem with reduced laser jump boost: it breaks maps. Many maps are set up so that a distance from one ledge to the next is exactly 1 laser jump. If the laser boost is reduced for the fc, then there are portions of the map that are effectively cut off for the fc.

The other thing that I find is that it really does nothing. Red Dragon still caps faster than everyone else, but slightly slower than he does with regular fc physics. But when a good nexer is on one team (but not one on the other), all he has to do is sit in the base and pick off the opponents, who now cannot escape due to reduced speed.

Think also about clan matches. Clan matches involve teamwork already. FC quickness becomes more important in these matches. Think about the order of events. 3 players descend on the enemy base, kill the defenders, and take the flag. They then move across the map as a group, but they are slowed by the nerfed fc. In the meantime, the enemy respawns and races across the map to your base, where they arrive before the fc because his movement is slowed. They then either grab the flag, forcing another confrontation, or lay a trap in the base. As it is, the reward for breaking the defense is a quick cap. With the new system, you have to break the defense, clear the midfield, and hold on defense. What this will result in is that the better dm players will win by larger margins.

Overall, this system will reduce scoring, but it will make the margin of victory larger. I don't think that will achieve the objective of "encouraging teamwork." Remember, public matches are not supposed to be fair or balanced. They never will be. Players who have played fps's all of their lives and nexuiz for 4 years will be pitted against players who downloaded Nexuiz yesterday and it's the first fps they've ever played. It won't be fair. We need to think about high end play.

Someone made a point about us being "spoiled" with the quickness of the game. But this is precisely the point: we all came to Nexuiz, saw the game as it was, and we liked what we saw. That is why we stayed. WE DO NOT NEED TO CHANGE WHAT WE LIKE ABOUT THE GAME. Nexuiz is all about speed. Let it be.




Note about scoring: it's called "capture the flag." Let's think about that. (ie., it's not "capture the frag.")
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Postby alpha » Sun Sep 28, 2008 8:41 pm

Do what you want or need with scoring, but for DO NOT touch a god damn speed. It is annoying and very, very upsetting.

Voted for option #3, but it needs clarification. 0.25pt should be awarded for flag return.

OK.

Best wishes,
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Postby ai » Sun Sep 28, 2008 8:58 pm

M_ wrote:The other thing that I find is that it really does nothing. Red Dragon still caps faster than everyone else, but slightly slower than he does with regular fc physics. But when a good nexer is on one team (but not one on the other), all he has to do is sit in the base and pick off the opponents, who now cannot escape due to reduced speed.

Well, if it does nothing then there's no reason not to keep it :P
Am I right? Gimme a pound, my dog!
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Postby Sepelio » Sun Sep 28, 2008 9:12 pm

I'll point out something else that I just noticed today. One person with a machinegun can now defend the flag. Since there is no speed to get away its very easy for a single defender to just pick you off. Probably also goes for crylink.
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Postby ai » Sun Sep 28, 2008 9:30 pm

Sepelio wrote:I'll point out something else that I just noticed today. One person with a machinegun can now defend the flag. Since there is no speed to get away its very easy for a single defender to just pick you off. Probably also goes for crylink.

You're so wrong about that. It all depends on how skilled that person is and the map. If a skilled attacker comes, that one guy with machine gun won't do anything. If you play on a map that you cannot laser/rocket yourself over the entire map from base to base, with other words if you play a map with curves and corners, that machine gun guy also won't have an easy time.

People complained before on the GW and FW maps about people with Nex'es and people with machine guns and that the flag carrier never got away (this was without the reduction), however, now people have a new thing to complain about. So instead of actually complaining about the maps now, they turn to the reduction. That's really what's going on here, nothing more.

If maps had problems even before the reduction, do NOT take these maps as examples to take away the reduction. The old problems are still there.
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Postby Alien » Sun Sep 28, 2008 9:41 pm

Just to add, such arguments such as you are noob are not valid because we all are noobs in comparison to kojak, bundy, red dragon. So if anyone arguments his opinion with it, please disregard it.
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Another idea: points gradually reduced for capturing

Postby terencehill » Sun Sep 28, 2008 9:45 pm

I haven't still voted. Basically I don't like this fc slow thing, coz the fc already have the whole enemy team against him, and in this way it's also worse for him to cap.

Instead of slowing fc, I thought to a differnt system.
I guessed this idea: the points given to one player that capture the flag more times will be gradually reduced:

example:
first cap for me: 20 points,
second cap for me: 10 points,
third cap and next ones for me: 5 points.

This system works for each player individually.
Now the points I take for capping are the same that I take for retrieving the flag. It's better that now I defend letting other team mates to cap. Another player of my team can try to capture the flag giving to our team 20 points.

Or I can rather help another player to cap going with him to the to other base, and protecting him while he's escaping with the flag. It's called team attack. Also the boosting tecnique (that I like so much) can be used to give more speed to fc, helping players that can't go very fast.

Other kind of scoring system can be used ofc, 20, 10, 5, 3 why not?.
It should be tried to find the best values. I guess it works to balance games: no more 130 points made by one player, more than half points needed to win, no more unbalnced games will end quickly. And it's also good to envolve all players of the team, good ones and less good ones.

What do u all think about this idea? Can it be better?

PS: the scores at the end of the game can be recalculated to give the "real" points to players. Not an important thing to the system.
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Re: Another idea: points gradually reduced for capturing

Postby alpha » Sun Sep 28, 2008 9:52 pm

terencehill wrote:I haven't still voted. Basically I don't like this fc slow thing, coz the fc already have the whole enemy team against him, and in this way it's also worse for him to cap.

Instead of slowing fc, I thought to a differnt system.
I guessed this idea: the points given to one player that capture the flag more times will be gradually reduced:

example:
first cap for me: 20 points,
second cap for me: 10 points,
third cap and next ones for me: 5 points.

This system works for each player individually.
Now the points I take for capping are the same that I take for retrieving the flag. It's better that now I defend letting other team mates to cap. Another player of my team can try to capture the flag giving to our team 20 points.

Or I can rather help another player to cap going with him to the to other base, and protecting him while he's escaping with the flag. It's called team attack. Also the boosting tecnique (that I like so much) can be used to give more speed to fc, helping players that can't go very fast.

Other kind of scoring system can be used ofc, 20, 10, 5, 3 why not?.
It should be tried to find the best values. I guess it works to balance games: no more 130 points made by one player, more than half points needed to win, no more unbalnced games will end quickly. And it's also good to envolve all players of the team, good ones and less good ones.

What do u all think about this idea? Can it be better?

PS: the scores at the end of the game can be recalculated to give the "real" points to players. Not an important thing to the system.


lollool

1. go in
2. get flag, gtfo fast
3. blow your shit up near flag. VIRGINS!
4. someone other picks it up and "scores". PROFIT!

TH, don't be a noob, vote #3.
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