The Gang Garrison 2 Forum
May 25, 2013, 05:02:27 am *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Chat with us on IRC: http://ganggarrison.com/irc.html
Server: irc.esper.net, Channel: #gg2
 
   Home   Help Search Login Register  
Pages: « 1 2 3 4 5 6 7 8 9 10 11 »
  Print  
Author Topic: Game Mode Modifications  (Read 2749 times)
Machidro
Hero Member
*****
Offline Offline

Posts: 1891


Gardicolo time is over.


« Reply #60 on: February 08, 2012, 08:40:47 pm »

In a/d maps we need unchangeable time limits and shorter time limits because this will make the maps easier to balance and matches where blue is dominating will end sooner.

I agree, but with a few caveats. The problem is, many of our current CP maps will become defunct if we change the timing system. We need a means to allow legacy support of maps. My proposed solution:

We add a new object NonLegacy in both GG2 and Garrison builder, which is automatically added to compiled maps along with the update to the A/D timing. On A/D's startup, we check for NonLegacy. If it's there, the map loads with new timing settings, otherwise, utilizes previous settings.

If we use this idea we should also add a way to add time, but allow finer control for mappers. My solution, the time box, I'm sure a more elegant solution could be created.


time limits for cp maps should be tied into the map's meta data itself ddddd

Agreed.
Logged

A CHALLENGER HAS ARRIVED.
Dusty
Hero Member
*****
Offline Offline

Posts: 10660


Dust in a box under a table


« Reply #61 on: February 08, 2012, 08:41:24 pm »

That cp thing is something I agree with wareya. And my apologize to blue for twisting his idea, again.
Logged

trog
member of intel's squad of garbagemen against the yakuza
1000$ Monopoly Rich Beta Male
*
Offline Offline

Posts: 9882


i am uberdeath


« Reply #62 on: February 09, 2012, 12:48:59 am »

maybe a factor in us shifting towards shorter rounds is because people don't find it fun to fight the same 3 scouts mindlessly rushing the intel for half an hour
Logged

Phantom Brave
All Hail Classicwell
Moderator
*****
Online Online

Posts: 9067


Another one --


WWW
« Reply #63 on: February 09, 2012, 12:49:37 am »

better maps needed for pub servers
all hail classicwell
Logged

Smokey Joe
Veteran Beta Tester
*****
Offline Offline

Posts: 4069


Who's this suave burninator?


WWW
« Reply #64 on: February 09, 2012, 02:16:36 am »

Hey, I just had a thought regarding CTF.

What if the flagrunner's movespeed is dynamic based on how many teammates he has near him?
Logged

~ Smokey Joe
Phantom Brave
All Hail Classicwell
Moderator
*****
Online Online

Posts: 9067


Another one --


WWW
« Reply #65 on: February 09, 2012, 04:33:07 am »

unintuitive
why can't we come up with something simple like quake ctf's "you can't cap without having the flag secured" except not that cause it would be broken
Logged

Smokey Joe
Veteran Beta Tester
*****
Offline Offline

Posts: 4069


Who's this suave burninator?


WWW
« Reply #66 on: February 09, 2012, 04:52:59 am »

unintuitive
Not really, there can be a little graphic to show that the other players are "pushing" him along.
Logged

~ Smokey Joe
Phantom Brave
All Hail Classicwell
Moderator
*****
Online Online

Posts: 9067


Another one --


WWW
« Reply #67 on: February 09, 2012, 04:53:50 am »

that's fucking stupid I'm sorry
Logged

Smokey Joe
Veteran Beta Tester
*****
Offline Offline

Posts: 4069


Who's this suave burninator?


WWW
« Reply #68 on: February 09, 2012, 05:13:33 am »

that's fucking stupid I'm sorry
You'll have to explain, because I think it's a great idea. By scaling it to where unattended flag runners move slower and assisted flag runners move closer to full speed, you can allow last-minute defenders to catch a random jelloer, and subsequently it gives teams incentive to coordinate flag pushes. It's no different from multiple people standing on a point to make it capture faster, and honestly, it's not that complicated of a concept, so I don't know why you're against it.
Logged

~ Smokey Joe
Dusty
Hero Member
*****
Offline Offline

Posts: 10660


Dust in a box under a table


« Reply #69 on: February 09, 2012, 09:34:18 am »

My urge to yell at wareya is rising again...
Logged

[Royal Gay Penguin Nachos Ibarra Gordita Agave] LC
shut up assholes
2011 Haxxy Finalist
*
Offline Offline

Posts: 3014


I'm not stretching the screen more than Brooklyn


« Reply #70 on: February 09, 2012, 09:58:23 am »

I'm not exactly sure how that makes sense. Being around your teammates doesn't put rocket thrusters on your back or something, and what happens when you outrun the people boosting you? And when you get away on your own to go cap, do you slow to a crawl if a teammate didn't hold your hand all the way back to the base?

Logged

Orpheon
2011 Haxxy Award Winner
*
Offline Offline

Posts: 5837


Developer


« Reply #71 on: February 09, 2012, 10:17:43 am »

What about this: You are slowed if the number of enemies in a certain range is larger than the number of allies in that same range.

No speed up.
Logged

Your mind is software. Program it.
Your body is a shell. Change it.
Death is a disease. Cure it.
Extinction is approaching. Fight it.
Machidro
Hero Member
*****
Offline Offline

Posts: 1891


Gardicolo time is over.


« Reply #72 on: February 09, 2012, 10:23:40 am »

Though I see the purpose of the mechanic, I fear that it will encourage jelloing pushes more than anything.

Jelloers already have no issue with generating speed, telling them that two jelloers can make the flag go faster then before will encourage people to more frequently go scout in order to be "helpful" by generating motion.

I also don't think this is enough to encourage a pub to form a push. A slow moving push has nothing to gain out of walking the intel carrier back to base score wise and strategic wise, and any person gaining a significant speed boost from the group has no reason to stay with the group when they can rapidly sprint for base, riding the gravity slingshot.

I really like the idea, but I'm not sure it will cause its intended goal. I feel like you were going for push encouragement, but I feel instead you made the intel a one man disciplinary action.
Logged

A CHALLENGER HAS ARRIVED.
Dusty
Hero Member
*****
Offline Offline

Posts: 10660


Dust in a box under a table


« Reply #73 on: February 09, 2012, 10:24:02 am »

I don't think blue here is talking about raising them above their normal speed level, but instead raising them from the intel run speed to their full runspeed.
Logged

Orpheon
2011 Haxxy Award Winner
*
Offline Offline

Posts: 5837


Developer


« Reply #74 on: February 09, 2012, 10:30:08 am »

Though I see the purpose of the mechanic, I fear that it will encourage jelloing pushes more than anything.

Jelloers already have no issue with generating speed, telling them that two jelloers can make the flag go faster then before will encourage people to more frequently go scout in order to be "helpful" by generating motion.

I also don't think this is enough to encourage a pub to form a push. A slow moving push has nothing to gain out of walking the intel carrier back to base score wise and strategic wise, and any person gaining a significant speed boost from the group has no reason to stay with the group when they can rapidly sprint for base, riding the gravity slingshot.

I really like the idea, but I'm not sure it will cause its intended goal. I feel like you were going for push encouragement, but I feel instead you made the intel a one man disciplinary action.
Not boosting them, but slowing them down when next to more enemies than friends would punish two jellos, but not a whole team, while also encouraging the defenders who aren't defending to ambush and so slow down the intel.
If two jellos are more people than the defense, the intel deserves to get capped.

I don't think blue here is talking about raising them above their normal speed level, but instead raising them from the intel run speed to their full runspeed.
That's incredibly little. I don't think anyone will notice that, which means that no educational effect will come out of it.

Again, there's no need to give a speed boost, people are fast enough. Just deal punishment to people who are alone with enemies, or with less allies.
Logged

Your mind is software. Program it.
Your body is a shell. Change it.
Death is a disease. Cure it.
Extinction is approaching. Fight it.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 »
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.199 seconds with 19 queries.