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Game is broken

Discussion in 'General Discussion' started by Neat, Jun 26, 2011.

  1. Furai

    Furai THD Team THD Team Administrator

    Messages:
    3,124
    I think that 1st option is the best solution. + adding outpost flags.
     
  2. Monsteri

    Monsteri Slower Than Light Tester

    Messages:
    1,916
    I support Furai.
     
  3. FinDude

    FinDude KAG Guard Tester

    Messages:
    123
    I have suggested both of these. Specifically, scale maximum score to player counts. With a larger resolution of points (Different kinds of flags) this should pretty good.

    Some statistics collection could help with the formula. Mainly, scoring frequency as a function of playercount of server, provided that teams are always at balance.
    This could also be used for things like class balancing. Important things would be what class killed what class, what was the latency, player count and match running time.


    What ever became of that map-extending idea of yours?
    Perhaps at endgame (tent destroyed) a new half of map would be generated, and the game area shifted so that the destroyed base is the new one for the winner.

    Also, in that ctf draft, tent and epic banner are two separate things. It looks like it could go well, but I'm just worried that the epic banner will become the new gold bags, buried behind two metric tons of stone walls and doors. I think moving the initial spawn to the side of the screen could work, too.
    A ledge of super-bedrock (Not destroyable even by bombs) should be used, though.


    Whatever the decision is, I'm sure this stuff needs to be tested in practice.
     
  4. MM

    MM THD Team THD Team Administrator Global Moderator

    Messages:
    327
    This would be perfect IMO, but it is hardest to code.


    -EDIT-

    Ooh I got it. Remove outpost destroying and instead make outpost capturing. Think about it.
     
  5. FinDude

    FinDude KAG Guard Tester

    Messages:
    123
    Once we have different tiers of outposts, I imagine that could work for the bigger ones really well.

    I don't think it would fit the current game too well, though. Destroying an outpost is easy, and means that an entire wave of enemies is thrown back to their spawn.
    But you still have to build a new one, and there may be defenders remaining. These dynamics will be mostly lost.
     
  6. Strech

    Strech KAG Guard Tester

    Messages:
    125

    Both! Capture it standing still for a dozen of seconds, or destroy it if it's too hard to take over!
     
  7. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    I like the idea of capturing outposts as we're not having multiple flag types for a while - I still think that would be optimum though. Being able to break both outposts and tents seems ideal as well, as it'd prevent spawn-plunder at the tent.

    I'm working on a revised CTF concept at the moment and all this is factoring in.