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Also, how are you going to deal with L-mines if it only requires one hit?
Damn- that's a good point. I hadn't thought of l-mines. For Saturday, I may just have to ask that they not be used, and kick out anyone who does. I'd thought of the damage threshold thing; what I did was significantly simpler (and less time-consuming), in terms of coding and testing, and that was an important factor in making this event happen at all. If it becomes clear that tagging is too easy as is, or even just for variety, I may add threshold-tagging support. In the ~8 person test, it seemed like it was too easy to capture, not to tag; I expect that to tip the other way with more players, but we're just going to have to try it before we really know.
Why not just make the flag weigh a lot more?
Edit: also Seeker Flares are going to be uber overpowered for tagging.
Edit: also Seeker Flares are going to be uber overpowered for tagging.
I can do that, and may, but, as I said, I don't think capturing will end up being too easy with lots of players (more people trying to tag any given invader). I appreciate the thoughts, but I'm not going to make any major changes before tomorrow's event; I should be working on a buddy-list for the website.
Alright, sounds good, I understand that this is the first one and problems should be made clear. Might, however, you ban seeker flares as well as Lmines?
So, bugs were much more of a factor than game design, tonight. I had thought it was at least reliable enough for one supervised round, but there is some way to get the game to dupe flags (and once there's an unaccounted for flag in someone's hold, it just keeps crediting them for captures and dropping new flags).
I'll fix that and the other issues that cropped up, and we'll try it again soon (maybe some unannounced testing today/tomorrow, and probably an announced game again next week).
I'll fix that and the other issues that cropped up, and we'll try it again soon (maybe some unannounced testing today/tomorrow, and probably an announced game again next week).
Thanks for the work you've put into it.
Yes, it was nifty even though it didn't go as planned.
Two feedback points that may or may not have been bugs:
1) Flags should spawn only in the back third of a team's space in more or less the same spot. This way an enemy pilot has to fly across a significant chunk of space to get to the flag and back, and defense doesn't boil down to a race to wherever the flag has randomly appeared.
2) Each flag should be considered a separate entity, and both should not respawn when one is captured. The way it works now doesn't seem to fit the general CTF model in other games or real life generally (ie, when I played capture the flag as a kid, the other team's flag didn't teleport away from me when they captured my flag)
1) Flags should spawn only in the back third of a team's space in more or less the same spot. This way an enemy pilot has to fly across a significant chunk of space to get to the flag and back, and defense doesn't boil down to a race to wherever the flag has randomly appeared.
2) Each flag should be considered a separate entity, and both should not respawn when one is captured. The way it works now doesn't seem to fit the general CTF model in other games or real life generally (ie, when I played capture the flag as a kid, the other team's flag didn't teleport away from me when they captured my flag)
even though it was buggy as hell the arena thing was epic, i want more of this as soon as you patch it up a bit.
Aye, also the jail doesn't seem to work... Prisoners undock instantly.