|
|
TreW_SoulJa 12-23-2003, 04:44 AM The cappers will adapt and make routes that will hit all flag locations in a single pass.
yeah and that
i keep thinking about the early stages of the game :)
edit: oh and i did want to mention that i wouldnt want it for the pure/base ctf competition but i think it would be a fun/interesting gametype, the way hunters/rabbit are fun&interesting.
Grinder 12-23-2003, 07:31 AM The idea is really good. Having more possibilites and routes creates a bigger range of players who are world class and those who aint. But I think this idea can also be an advantage for not so good clans who can adjust to some maps and master them, giving them a good chance to own better teams on their "home" map because of strategy.
So its good for both "sides". The average capper in an average team and the world class capper in a good team. But i think there should'nt be more then 3 different flagstands in an area of about 200-500m radius, because it would be to different to defend (and i don't mean it from an T2 viewpoint). If you have only 4-5 defenders who have to secure a large area with random flag spawns it could be really annoying. it is of course also important, that no flag stand has massive advantages/disadvantages.
Roadkill(er) 12-23-2003, 09:07 AM heh, atleast there will be no under lava spawns in this game, if that is the case.
Got Haggis? 12-23-2003, 09:16 AM I think this idea could be really good....I mean, if there are between 4 and 6 preset flag positions, then it just makes cappers find routes for all 6 flag positions.....could make for some very interesting games. Talk about needing to adjust...the more I think about it, the more I really like this idea.
It also occured ot me that it would be cool if you had one position on a team that was 'flag deployer'....maybe you had 60 seconds to go and deploy the flag anywhere you wanted....then at the end of the 60 seconds, it would go back into 'countdown' mode and the real game would start....you would have to find the flag first (assuming happyflag isn't built in this time around). Of course, this could also lead to some real problems...people deploying flags in canyons, in 'cubby holes', etc etc. so thats why the 4-6 preset positions would be a better idea.
Roadkill(er) 12-23-2003, 09:38 AM i only have on request, if this happen. Up the number of deployables. This is really going to wear down on any automated and support defense.
Falhawk 12-23-2003, 10:01 AM this thread hurts :|
Fling 12-23-2003, 11:56 AM The cappers will adapt and make routes that will hit all flag locations in a single pass.
Depends entirely on the terrain of the map, and the engine... so many of T2s maps are so smooth that you can't make flowing routes. Such a pitty.
Fling :D
Theta 12-23-2003, 12:29 PM Having multiple flag stands will only slow down the game. People will have to figure out where each flag is in game and re-coordinate the O to that flag stand. Slowing down the game = bad. :(
Zoolooman 12-23-2003, 12:36 PM From a capping standpoint, having multiple flag positions would be beneficial. If the flag switches stands mid-game, the defense would be suddenly far away from their flag.
That's a bonus for a good pair of cappers. One can just wait at the other stand till it returns to it.
Theta 12-23-2003, 12:50 PM Another thing to consider is the maps would have to be fairly large. I don't know how the map sizes will be for competitive play, but if they are the size of T1 maps, there would be no point in having multiple flags. You could use the same route to go to any of the flags.
-Striker- 12-23-2003, 02:09 PM More flag positions is interesting, but I don't want to mess with the formula.
Call me conservitive, but i'd just leave that for another game.
-Striker- 12-23-2003, 02:11 PM this thread hurts :|
Yeah...but ironically despite all the pain the violence is at a minimum.
Falhawk 12-23-2003, 02:20 PM this thread has Mod written all over it (or mutator w/e)
Defaced 12-23-2003, 03:04 PM Yeah, someone mentioned it, but it depends largely on whether or not there are flag IFFs.
AbirikCham 12-23-2003, 05:43 PM i only have on request, if this happen. Up the number of deployables. This is really going to wear down on any automated and support defense.
instead of having more deployables.. .what about being able to just undeploy a deployable and move it some where else
pyrot3chnic 12-23-2003, 06:13 PM interesting idea.. i like it, but i don't think it has a place in the mainstream CTF, the way it's always been played.
like someone mentioned, this could be a fun feature like rabbit and hunters was for t2.. "if they have time."
Tycho 12-23-2003, 06:34 PM Id rather see a game decided by the better skill of one team over another...not by having flags spawn at a random point that just happen to have a heavy cruising by at mach 3 with enough time to grab...
randomness = frustrating != fun
how long would it take for people to get fed up with being capped on because a flag spawned where there was no D and, thus, no one to get the flag back? Either that, or make comp 12 vs 12+ so you can have 2 ld at every flag spawn for the entire map...
Rabid Poop 12-23-2003, 06:58 PM more flag locations also adds more replayability to maps.
It's possible that you could completely change the style of the map.
However, it could also get frustrating if the flag never goes on the flag stands you want it to go on. Imagine how disgruntled a new player, learning the game, would get if he practiced a route all day for one position only to use it once a week.
Darkfire 12-23-2003, 08:08 PM I like this idea alot but i dont think it should be called ctf cause i think most pub servers will just want to play normal ctf so i think it should be under a different gametype:/
[/edit] already been mentioned :/ ...doh!
pyrot3chnic 12-23-2003, 08:09 PM Id rather see a game decided by the better skill of one team over another...not by having flags spawn at a random point that just happen to have a heavy cruising by at mach 3 with enough time to grab...
randomness = frustrating != fun
how long would it take for people to get fed up with being capped on because a flag spawned where there was no D and, thus, no one to get the flag back? Either that, or make comp 12 vs 12+ so you can have 2 ld at every flag spawn for the entire map...
agreed.. the only idea that seems *somewhat* appealing to me is what ZP suggested.
on some maps have 2 stands, one in the back(somewhat sheltered? ie. Rollercoaster stand), one in the front(out in the open, not sheltered? and closer to the enemy), and alternate between caps.
but even this seems way out there.. big change form what's being played in almost every game that has a CTF gametype.
for example, if you go up 1-0 first and your flag spawns on your front stand--you offer an advantage, because the other team has a well protected flag, while yours is 1. closer to them and 2. not as well defended.
it's like taking the lead and being penalized for it...
|
|