esteel wrote:Sure it would add more variety but imo TOO much of it. You will get a lot of player angry if every map has different physics then the next map. Just try to readup on the little uproar from the slight changes to the physics in 2.5 alone. Basicly a lot of people will hate you/your idea..
These are valid objections, but I don't think they would actually be of much concern.
For one, I wasn't talking about allowing radical adjustments. It would be very easy to set up some reasonably loose limits on the use of the variables. Things like that should be discussed properly and they can be tested and tweaked in a manner of minutes.
Secondly, no decent server would put a map with irritatingly unplayable physics into rotation. Whatever map quality control we have in place today will also have to take the map's physics into consideration—seems like a very minor complication to me. If someone came up with a much slowed version of MentalSpaced, do you really think many admins would put it on their servers? You only need to take a look at already existing unsuccessful maps to see that it will not likely to become a big issue.
Then, let's take some sort of a theoretical "do-what-you-want" scenario where someone decided to simulate some kind of weightless space station combat by removing the gravitational pull, setting player own movement speed to zero, and only allowing acceleration from jet packs, weapon recoil, player collision and such. Changes like that would undoubtedly confuse new players, do you really think they would stay confused for very long? How difficult would it be for one to grasp the idea of weightlessness and get hold of their movement, particularly on a map that is obviously set in a low gravity environment? Say, it's a fun, fully playable map with original gameplay and rather unique strategies. Would creative changes like that really anger that many people? And if they would, or it would not really be that fun, or way too many people would find it disorienting, it's not like anyone has an obligation to rotate it on their server and include it into official releases, is it? Again, I may be mistaken, but it just doesn't seem like a matter of concern to me.
Finally, maps that don't want any changes will not make any changes. It's difficult to predict such things, but I would think that most mappers would avoid making any noticeable speed changes altogether and choose to use the default settings instead. I guess the changes I'm talking about would mainly be interesting to these three categories of people: those who want to slow things down to create more tactical environments, those who want to speed things up just for the fun of it, and those who just like to experiment and try to come up with more original ideas like that zero gravity example from above. If any of their ideas don't succeed, removing the overriding string values from their maps would only be, once again, a mere manner of minutes.
liolak wrote:as for the lack of teamplay on the public servers, I dont expect teamplay to happen there.
I disagree. I played enough UT and BF2 to know that public games can produce much higher levels of team cooperation than this. Capture the Flag, Onslaught and Assault are supposed to be team-based modes that put much of their emphasis on player cooperation, so I think most players would only welcome the improvements in that area.