CTF Gameplay Mechanics

Developer discussion of experimental fixes, changes, and improvements.

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CTF Gameplay Mechanics

Postby TVR » Sat Oct 04, 2008 7:30 pm

Considering the previous poll on this subject is confusing, mutually inexclusive, and votes are not explained by nature of phpBB, this new series of polls was created to sidestep all the technical issues.

Gameplay mechanics [abbreviated as GPMs] are inclusive of both map design, and game settings; Nexuiz CTF is proved to be broken as is, and either majority of the maps, or the game settings will need to change in order to fix standard CTF.

Quake/UT game settings favour the defender over the attacker on the success scale, with the low relative velocity and distance, engaging an incoming attacker, or outgoing flag carrier, requires less effort than entrance or escape.

Quake/UT maps have well established flag bases, surrounded by spawns and sufficient pickups to repeal rushing attackers, an effective assault may only be mounted with the more effective pickups in the field between bases, therefore both teams must attempt to control the midfield. The majority of Nexuiz' maps are currently of this flavour

Tribes game settings favour the attacker over the defender, extremely fast movement velocity paired with difficult weapons to use on the go, allow the attacker to swiftly pierce through any defence and quickly swipe the flag. This encourages concurrent attack on the opposing flag by both teams to steal the opposing flag, therefore prevent the opposing team from scoring. Nexuiz' CTF game settings are currently of this type.

Tribes maps have very exposed flag bases, granting the attacker even more of an advantage in taking the flag, while all the weapons are concentrated at team bases, separate from the flag base, through the usage of inventory stations. Some of Nexuiz' maps are like so.

Mixing either Quake/UT game settings and Tribes' maps, or Quake/UT maps and Tribes' game settings, does not work well.


This specific poll is about whether you would prefer Tribes GPMs [Current game settings with MojoCTF-like maps], or Quake/UT GPMs [flag carrier needs to penalized in some manner to make it harder to escape than for the defender to prevent escape], in order to fix Nexuiz CTF.

Your possible voting options are:

Quake/UT Gameplay Mechanics
Tribes Gameplay Mechanics
Neutral/Undecided

Please copy and Bold one of these voting options into your post; also give a short explanation to why you chose your choice; the votes will be tallied below:

Quake/UT Gameplay Mechanics
divVerent

Tribes Gameplay Mechanics

Neutral/Undecided
Last edited by TVR on Sat Oct 04, 2008 8:38 pm, edited 1 time in total.
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Postby alpha » Sat Oct 04, 2008 7:38 pm

previous vote is omg confusing :/

anyway, what I want:

0) FULL FC SPEED with pogostick on
1) cap=20 pts
2) return=5 pts
3) frags do not count
4) default timelimit = 30
5) game autoends if difference is fraglimit/2
6) default fraglimit = 500
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Postby divVerent » Sat Oct 04, 2008 7:57 pm

Quake/UT Gameplay Mechanics, as another choice will mean throwing away about all existing maps.

And I bet lots of people here will vote without knowing what they are voting for.

To the voters: "Quake/UT" means we have to slow down the flag carrier in SOME way.
"Tribes" means we have to throw away all existing CTF maps, except for maybe a few, and not change the game otherwise.
If you want to keep on rocket jumping from base to base with the flag alone on current maps, you cannot vote in this poll.

Pick your poison.
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 alpha » Sat Oct 04, 2008 8:07 pm

divVerent wrote:"Tribes" means we have to throw away all existing CTF maps


harr :)

MIKEUSA can always make moar maps
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Postby divVerent » Sat Oct 04, 2008 8:21 pm

Sure, but his maps are, if anything, of the Quake GPM type.

(As in, singleplayer Quake - you have to find the switch opening the door first, or "THIS DOOR IS OPENED ELSEWHERE", and there is traps everywhere)
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 take_this_cup_of_poison » Sat Oct 04, 2008 11:55 pm

divVerent wrote:Sure, but his maps are, if anything, of the Quake GPM type.

(As in, singleplayer Quake - you have to find the switch opening the door first, or "THIS DOOR IS OPENED ELSEWHERE", and there is traps everywhere)


It slows down the flag carriers :). Flag carriers can go to hell :D

Could we have various modes like we have with physics and everything else?

And, should I finish my assault map, and are there any "starter" quake C things I could code to learn quake C for nexuiz? (And are there any tuts that are good?)
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Postby Sepelio » Sun Oct 05, 2008 3:12 am

Tribes = Win

No flag carrier speed decrease, same systen as 2.4.2

Gimping better players to balance the skills of those who are noobs is not cool in my book.
Possibly not the worst mapper in the world.

A blog of random pish:
http://xeno.planetnexuiz.com/blog/?author=5
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Postby Alien » Sun Oct 05, 2008 5:28 am

Quake/UT maps with Nexuiz mechanics.
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Postby divVerent » Sun Oct 05, 2008 10:30 am

That is exactly what is BROKEN.
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 TVR » Sun Oct 05, 2008 4:45 pm

This is a poll for the general method of fixing CTF, by changing the maps, or the game settings.

Sepelio & alpha, please clarify your position, by using one of the follow voting options:

Quake/UT Gameplay Mechanics
Tribes Gameplay Mechanics
Neutral/Undecided
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