CTF Gameplay Mechanics

Developer discussion of experimental fixes, changes, and improvements.

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Postby [-z-] » Tue Oct 21, 2008 5:20 am

I'm sorry, is this game too fast for you? You'll slow down the entire game if you slow down the carrier, I don't understand how you can think this is a good idea.

Teams can win CTF matches very efficiently by having a skilled flag carrier that can swoop in while THEIR TEAMMATES hold off the enemy and help starve them of items.

Everyone's not a quarterback, communism doesn't work.
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Postby TVR » Tue Oct 21, 2008 5:38 am

[-z-] wrote:... You'll slow down the entire game if you slow down the carrier, I don't understand how you can think this is a good idea. ...


Penalizing the flag carrier velocity is the simplest method to fix CTF, as which would tip the Attacker to Defender success ratio to the side of the Defender, and therefore match the current majority of maps.

Keyhunt, however, does stand as CTF-like, but is perfectly balanced as is.
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Postby [-z-] » Tue Oct 21, 2008 5:44 am

TVR wrote:Penalizing the flag carrier velocity is the simplest method to fix CTF

Citation needed.

TVR wrote:as which would tip the Attacker to Defender success ratio to the side of the Defender

Citation needed.

TVR wrote:and therefore match the current majority of maps.

Not really sure what this means but citation needed as well.
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Postby divVerent » Tue Oct 21, 2008 6:31 am

Another thing that has been tried and rejected by the players is showing where the flag (or the flag carrier) is through walls, as a penalty for the flag carrier.

BTW, there will be an on-hand hook soon, that is, a grappling hook that works as a weapon so mappers can place it and not everyone becomes a hook monkey. Sure a nice thing for the FC to have, but just as nice for the pursuers to have.

But the main addition is a secondary mode on that weapon which drops a low-damage gravity bomb. Anyone nearby (with a large range) is pulled into the explosion, so dropping the bomb while the flag carrier runs past you would impede him. On the other hand, a flag carrier can use it to irritate the defenders while entering the base. Still, it sounds like a nice weapon to impede FCs, or to get fast kills by switching to the nex immediately and firing at the impact point of that bomb. Think of it as a flashbang that also slows down people :)
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Postby Ronan » Tue Oct 21, 2008 11:00 am

divVerent wrote:But the main addition is a secondary mode on that weapon which drops a low-damage gravity bomb. Anyone nearby (with a large range) is pulled into the explosion, so dropping the bomb while the flag carrier runs past you would impede him. On the other hand, a flag carrier can use it to irritate the defenders while entering the base. Still, it sounds like a nice weapon to impede FCs, or to get fast kills by switching to the nex immediately and firing at the impact point of that bomb. Think of it as a flashbang that also slows down people :)


is there a special bonus when we hang over a player with the primary and use the secondary ? :P
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Postby TVR » Wed Oct 22, 2008 6:05 am

[-z-] wrote:
TVR wrote:Penalizing the flag carrier velocity is the simplest method to fix CTF

Citation needed.


The majority of flag carrier advantages stem from the constant position ahead of pursuers due to constant acceleration, a reduction in flag carrier acceleration by weapon fire would allow the pursuers to surpass a fleeing flag carrier, and therefore negate the advantages from the lead position.

[-z-] wrote:
TVR wrote:as which would tip the Attacker to Defender success ratio to the side of the Defender


TVR wrote:and therefore match the current majority of maps.


Citation needed.


Map design of Quake/UT style stipulates for an advantage to a Defender against a rushing Attacker, which emphasizes the need to control field pickups to mount a successful assault.
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Postby Asraniel » Wed Oct 22, 2008 6:21 am

I would like to add my 2 cents.

I THINK, the biggest problem of nexuiz in CTF, is it's strength in DM, which is speed.

Nexuiz is GREAT in DM because of it's speed. You are the lonely warrior, and you can learn to master the gameworld and take advantage of that speed.

Now the same thing is the problem with CTF. People don't work together, simply because the game is too fast! Really. I mean, if you really play nexuiz the way it is meant to play with the laserjumping, bunny hopping etc, you are way to fast to have any team based tactics. You can only operate alone. i think this is the MAJOR problem of CTF in nexuiz. To somehow take away some speed, would increase teamplay and the fun factor. But it would not be nexuiz anymore.

conclusion. I have no idea how to fix it in a way that keeps nexuiz DM the same, because nexuiz DM is the best thing you will ever find in DM, really.
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Postby [-z-] » Wed Oct 22, 2008 11:15 am

TVR wrote:
[-z-] wrote:
TVR wrote:Penalizing the flag carrier velocity is the simplest method to fix CTF

Citation needed.


The majority of flag carrier advantages stem from the constant position ahead of pursuers due to constant acceleration, a reduction in flag carrier acceleration by weapon fire would allow the pursuers to surpass a fleeing flag carrier, and therefore negate the advantages from the lead position.

Repeating your opinion doesn't count as a citation. Choosing to ignore that fact that your suggested "fix" will slow down the rest of the game only makes your argument stronger in your head. If players are capping flags at 50mph and they are lowered to 40mph, there is no way the can achieve the same amount of captures in the same amount of time.

Repeating this: slowing down the flag carrier can break some trick jumps.
TVR wrote:
[-z-] wrote:
TVR wrote:as which would tip the Attacker to Defender success ratio to the side of the Defender


TVR wrote:and therefore match the current majority of maps.


Citation needed.


Map design of Quake/UT style stipulates for an advantage to a Defender against a rushing Attacker, which emphasizes the need to control field pickups to mount a successful assault.


I'm not sure how this is different from Nexuiz. You need to keep collecting health and armor to avoid rot. Optimally, you do this while advancing the enemy.


I think the problem is more perception than GPM.
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Postby TVR » Thu Oct 23, 2008 3:15 am

[-z-] wrote:
TVR wrote:
[-z-] wrote:
TVR wrote:Penalizing the flag carrier velocity is the simplest method to fix CTF

Citation needed.


The majority of flag carrier advantages stem from the constant position ahead of pursuers due to constant acceleration, a reduction in flag carrier acceleration by weapon fire would allow the pursuers to surpass a fleeing flag carrier, and therefore negate the advantages from the lead position.

... Choosing to ignore that fact that your suggested "fix" will slow down the rest of the game only makes your argument stronger in your head. ...


If it is a fork between balance and pace of gameplay.

The objective of Gameplay Mechanics is to entertain; granted balance being the most significant contributor, if the pace of gameplay determines whether two, or all of a given player count is entertained, then the choice for which entertains the majority shall be chosen.

However, Keyhunt does both satisfy the majority and those who prefer quick pace of capture gameplay.

[-z-] wrote:Repeating this: slowing down the flag carrier can break some trick jumps.


Which is potential liability in proportion to a potential reward.

[-z-] wrote:... If players are capping flags at 50mph and they are lowered to 40mph, ...


For which the difficulty of a successful capture increases, thereby biasing the Attacker to Defender success ratio to the side of the Defender, a requirement of balanced UT/Quake map design concepts.

[-z-] wrote:
TVR wrote:Map design of Quake/UT style stipulates for an advantage to a Defender against a rushing Attacker, which emphasizes the need to control field pickups to mount a successful assault.


... I'm not sure how this is different from Nexuiz. You need to keep collecting health and armor to avoid rot. Optimally, you do this while advancing the enemy. ...


The requirement of field pickups is diminished due to an Attacker already able to out-succeed a Defender without field pickups.
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Postby [-z-] » Thu Oct 23, 2008 1:41 pm

You and I understand this game in totally different ways. While I'm constantly trying to push the limits, you're trying to dumb it down for everyone to play. I think by dumbing it down, people will do even less than they already do however and players that are challenging themselves will lose interest if you clip their wings.

I prefer a challenge, not the mainstream hype.
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