CTF Gameplay Mechanics

Developer discussion of experimental fixes, changes, and improvements.

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Total votes : 7

Postby [-z-] » Sun Oct 05, 2008 5:22 pm

I vote Nexuiz GPM.

Slowing down the flag carrier was already voted 2/3 against it, was it not? Seriously, I love the system the way it is right now. With proper teamwork and communication Nexuiz GPM work well enough on the supposedly 'broken maps'. Once in a while in game, yes, you'll have someone score a flag with the laser in a few seconds but they have to plan that window!

I don't think you're giving enough credit to the minds who create such a situation that they can score that quickly in a well organized match. They'll be flying in open air anyway, you have 3 seconds to hit your target, I hope you fired a rocket at the landing point to bide you more time.

Punishing people that understand the game deeper than most will stunt creativity in movement. Don't put a governor on my Ferrari (reduce the carrier speed) because you're driving a Mercedes in a bad neighborhood (running around with your rocket launcher out near enemies camping snipers).

I agree with asserting a liability to the flag but I believe it should be done with points.
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Postby divVerent » Sun Oct 05, 2008 5:43 pm

So do I, which is why I still consider an optiion like "+20 for cap, -5 for getting one's flag lost" good. Caps-only scoring of course makes such a penalty useless.

But score for frags alone is bad to me.

BTW, there is yet another idea.

Let's start with "flag scores only", i.e. no mere frags. Also, make return scores punish the one who lost the flag. Kamikaze cappers should learn their lesson from that.

Of course, kamikaze capping loses your team a defender, that may or may not outweigh successless runs. But that's nothing the kamikaze capper notices directly. Negative score when he loses flag and it gets returned sounds like exactly a good thing. If he gets a total of -23 points, he should think about what he has done wrong...

Caps-only scoring and JUST showing personal scores will make them think "who cares, my team still got the cap".

However, if we start with this proposed system, we can LATER switch to caps-only if people have learnt their lesson.

Plus, the results of the running REAL poll (as opposed to this discussion thread) already hints to the solution the next release take:

- Points only (no frags), full speed
- a .cfg file to do caps only, reduced speed

If people get used to the new points system, caps only with full speed may be then used in the release after that.
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Postby [-z-] » Sun Oct 05, 2008 6:03 pm

What you've just described is essentially the system I was going for with my scoring mechanics. Except, they lose points for picking it up and the enemy gains points for killing the fc or returning it.

The solution for the next release sounds like a fair compromise.
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Postby Alien » Sun Oct 05, 2008 8:13 pm

divVerent wrote:That is exactly what is BROKEN.


No, it isn't. Where is it broken? It is just because most of the maps made for nexuiz suck. No curves and large open areas.

Rocky Rampage was designed as a quake map and it is very good example of quake map playable on nexuiz.
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Postby alpha » Sun Oct 05, 2008 8:53 pm

TVR wrote: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


I have described what I want pretty accurate. If my "vote" does not fit into your poll, then your poll is incomplete and retarded.

I did not like Quake.
I did not like Unreal Tournament either.
I don't have a clue about what the fuck Tribes is, and it's the first time I see this name.

I like Nexuiz
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Postby divVerent » Mon Oct 06, 2008 6:51 am

BTW, I like your suggestion to end the match when fraglimit/2 is reached as difference, but just almost. I would like to have that as a second cvar "fragdifferencelimit" too, so it can be combined with timelimit.
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Postby Sepelio » Mon Oct 06, 2008 1:13 pm

Alpha, tribes is a game where you can basically have combat in the air. Its great fun, used to play tribes 2 it was awesome fun.

And I think my point was clear with the tribes = win being in bold and all.
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 divVerent » Mon Oct 06, 2008 2:29 pm

Tribes 2 WAS fun, but the poll option also includes different map design, as stated in TVR's post.
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Postby Alien » Mon Oct 06, 2008 3:09 pm

Played last tribes and didn't like it.
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Postby TVR » Tue Oct 21, 2008 4:48 am


[-z-] wrote:Slowing down the flag carrier was already voted 2/3 against it ...


Attacker to Defender success ratio must weigh onto the side of the Defender for Quake/UT maps.

Penalization of the flag carrier is the simplest method to balance the current maps, and a reduction in velocity is the simplest method to penalize the flag carrier.

[-z-] wrote:Nexuiz GPM work well enough on the supposedly 'broken maps'.


Whatever Nexuiz' current CTF GPMs works well upon, it certainly is not balance.

The current valuation of single person antics is unacceptable for a team based game mode.

alpha wrote:... If my "vote" does not fit into your poll, then your poll is incomplete and retarded. ...


This poll is for which of the two most related style of fix one would prefer, should fixing CTF be initiated.

Alien wrote:... No curves and large open areas. ...


Curves impede everyone equally, whether it be increasing velocity, or attempting to frag a fleeing flag carrier.

Alien wrote:... Rocky Rampage was designed as a quake map and it is very good example of quake map playable on nexuiz. ...


However played in a similar manner to the majority of Nexuiz CTF maps, Quake/UT CTF maps require Quake/UT, not Tribes, game settings for balance.
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