CTF Gameplay Mechanics

Developer discussion of experimental fixes, changes, and improvements.

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Postby [-z-] » Fri Oct 31, 2008 12:52 pm

Alien wrote:FPS shooters are played 20 years, CTF is 10 years old. Do you really think that your idea or TVR's ideas are somehow innovative?

Well, the ninjaz and I have had a few successful ones in the past and we're continuing on new ones everyday, so yes, I treat all ideas as possibly innovative. I don't rely on the existing market because success requires chances and sacrifices. Your preconceptions can only get you so far, then you need to evolve yourself.

Just because I wasn't in my twenties during 1998, doesn't mean my ideas aren't valid. I've presented my credentials that backup my alleged arrogance, if you are so inclined to talk down to me I ask you to present the ones that make your position so much stronger than mine.

Alien wrote:If you dig up various quake mods for various versions you'll see lots of CTF improvement mods. Somehow, none of them become popular and made to next retail version of game and... maybe there is a reason for this, don't you think so?

I'll tell you one thing that doesn't help them get into the game, the attitude that it's not possible.

Alien wrote:I've called this thread stupid and not aimed at anyone personally. Haven't you both noticed that you argue for all month alone? Like two children who could not share the same toy.

And you, the savior, have cometh down from thy heavens to break it up with your preconceptions based on different physics from a different game without considering the evolution of Nexuiz?

I feel like we're in Nexuiz' coming of age, new scoreboard, new effects, new radar, new weapons, expanded scope and more upbeat attitudes. Here you're living in the past, trying to suppress this teenager from finding its identity in the high school of open-source games. Times have changed dad!

Alien wrote:About q3 ctf maps:
http://planetquake.gamespy.com/View.php ... etail&id=5

The only ONE space map which is called SPACE CTF. Of course, Nexuiz has a remade, which is basically run and cap. This only shows that Nexuiz needs are special and not all q3 rips work.

Okay so you can argue your point against community maps on the side of Nexuiz but not Quake 3? I'm confused.

Alien wrote:
How the hell have my arguments not been truth? I've simply been trying to open the unbudging TVR to the idea that playing smarter by utilizing projectiles is a solution.


This is not related to CTF at all. Go back to the previous thread and argue again (about that rl jump thing)..

How the hell is a change in physics not "related to CTF at all"?


Alien wrote:Being so sure about own righteousness can easily lead to blind arrogance.

Take your own advice.
Last edited by [-z-] on Fri Oct 31, 2008 6:43 pm, edited 1 time in total.
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Postby Mute Print » Fri Oct 31, 2008 6:42 pm

...
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Postby TVR » Sun Nov 09, 2008 6:08 am

divVerent wrote:Therefore, [-z-]'s way to fix the CTF problem should be considered another option to fix CTF, and be included in TVR's poll.


It is included with the different game settings, same maps.

[-z-] wrote:... I've simply been trying to open the unbudging TVR to the idea that playing smarter by utilizing projectiles is a solution. ...


Elaborate, projectiles in which fashion?
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Postby [-z-] » Sun Nov 09, 2008 3:18 pm

TVR wrote:
divVerent wrote:Therefore, [-z-]'s way to fix the CTF problem should be considered another option to fix CTF, and be included in TVR's poll.

It is included with the different game settings, same maps.

I see

Your possible voting options are:

Quake/UT Gameplay Mechanics
Tribes Gameplay Mechanics
Neutral/Undecided


Isn't this what divVerent was refering to or is this about another thread/poll?


TVR wrote:
[-z-] wrote:... I've simply been trying to open the unbudging TVR to the idea that playing smarter by utilizing projectiles is a solution. ...


Elaborate, projectiles in which fashion?

Using the laser, mortar and rocket to gain momentum.
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Postby TVR » Sun Nov 09, 2008 7:11 pm

[-z-] wrote:... I've simply been trying to open the unbudging TVR to the idea that playing smarter by using the laser, mortar and rocket to gain momentum is a solution. ...


Both the flag carrier and pursuer[s] are alloted the exact options, and therefore are bound by constant rates of acceleration, therefore constant distance and constant advantages to the leading flag carrier.

If the pursuer were to be able to overtake a flag carrier, the flag carrier would lose advantages stemming from leading, but the requirement of the pursuer to terminate before scoring would still exist.

Now an efficient method to allow an equivalent pursuer to overtake an equivalent flag carrier would be to reduce acceleration of the flag carrier, thus the pursuer would actively close distance, rather than maintain distance.
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Postby [-z-] » Sun Nov 09, 2008 11:07 pm

I you want me to show you how to play, just ask.
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