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Author Topic: Arena: Ghosts  (Read 7778 times)

iLag

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Re: Arena: Ghosts
« Reply #30 on: October 24, 2013, 05:40:55 pm »

Maybe the Ghosts should be a free-for-all. You know, like make them all grey or something.
I still think Team unDeathmatch would be cooler. And it would make more sense for how the game normally works.
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2D

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Re: Arena: Ghosts
« Reply #31 on: October 25, 2013, 12:54:55 pm »

I still think Team unDeathmatch would be cooler. And it would make more sense for how the game normally works.
What, like, everyone is immortal? Or is that a pun?
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Sergeant Brown

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Re: Arena: Ghosts
« Reply #32 on: October 26, 2013, 05:07:23 am »

Hey, while we're at it, there should be something around this idea to prevent n+1 vs n teams.

Like there's a 4th player on RED, but BLU only has 3. Upon start of a round, the game should check if n+1 vs n exists, and automatically kill the newcoming player so it becomes a ghost for the whole round. The newcoming player can then kill enemy ghosts while he waits for another BLU player.

I don't know too much coding, but I think it should be something like this:
if "n(playersblu) = n(playersred)" = false then check player(least gametime) then kill checked
« Last Edit: October 26, 2013, 05:09:08 am by Sergeant Brown »
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t~

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Re: Arena: Ghosts
« Reply #33 on: October 26, 2013, 09:15:41 am »

Hey, while we're at it, there should be something around this idea to prevent n+1 vs n teams.

Like there's a 4th player on RED, but BLU only has 3. Upon start of a round, the game should check if n+1 vs n exists, and automatically kill the newcoming player so it becomes a ghost for the whole round. The newcoming player can then kill enemy ghosts while he waits for another BLU player.

I don't know too much coding, but I think it should be something like this:
if "n(playersblu) = n(playersred)" = false then check player(least gametime) then kill checked

I don't like this idea since I usually start up the game for a quick play and would hate to be just waiting for someone else to join just so I could play. What if it was a four v three carrying over from the last map? The person who hit red or BLU last would have to wait.
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\esc144aAroundTheWorld\esca

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Re: Arena: Ghosts
« Reply #34 on: October 26, 2013, 09:40:22 am »

for people who can't read his code:
if (redteam > blueteam) {
    //Where redteam.players is an array of RED players, kill() is slightly self-explanatory
    redteam.players[random(redteam)].kill();
}
else if (blueteam > redteam) {
    blueteam.players[random(blueteam)].kill();
}
« Last Edit: October 26, 2013, 10:53:04 am by Splat »
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Sergeant Brown

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Re: Arena: Ghosts
« Reply #35 on: October 26, 2013, 10:45:47 am »

Thanks for that Splat

I don't like this idea since I usually start up the game for a quick play and would hate to be just waiting for someone else to join just so I could play. What if it was a four v three carrying over from the last map? The person who hit red or BLU last would have to wait.
Well with the ghost mechanic you wouldn't have to wait, you'd instead get your fun by fragging ghost enemies until there is another guy that joins on the other team.
Sadly Arena isn't like the rest of the gamemodes, in which it's exclusively meant for high-skill battles, and having a n vs n+1 would only result in a sour steamroll, even if that team situation was established in the server before the arena map.
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iLag

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Re: Arena: Ghosts
« Reply #36 on: November 01, 2013, 03:53:09 am »

I still think Team unDeathmatch would be cooler. And it would make more sense for how the game normally works.
What, like, everyone is immortal? Or is that a pun?
I just mean that having the ghosts still in the teams and with colors would be like having a little team deathmatch going on behind the arena. And I prefer the little team deathmatch to the free for all thingie.
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64

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Re: Arena: Ghosts
« Reply #37 on: November 01, 2013, 12:59:25 pm »

and what do the ghost players get for kill the other ghosts?
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Nova

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Re: Arena: Ghosts
« Reply #38 on: November 01, 2013, 01:42:46 pm »

and what do the ghost players get for kill the other ghosts?

They win "not sit around looking at the other guys" time. They also do that when they lose.

They also do that when existing.
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64

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Re: Arena: Ghosts
« Reply #39 on: November 01, 2013, 02:31:02 pm »

maybe at the end of the round they can mention which ghost got the most kills?
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Narudan(BRZ)

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Re: Arena: Ghosts
« Reply #40 on: March 27, 2014, 08:20:29 am »

I think free for all in ghost is good  :c1:   :z5:  :dispenser: wtf will have dispenser bubble?
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『AMLV』bobtehnoob

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Re: Arena: Ghosts
« Reply #41 on: March 31, 2014, 08:55:27 am »

for people who can't read his code:
if (redteam > blueteam) {
    //Where redteam.players is an array of RED players, kill() is slightly self-explanatory
    redteam.players[random(redteam)].kill();
}
else if (blueteam > redteam) {
    blueteam.players[random(blueteam)].kill();
}
Does this loop? And does it count dead players as part of redteam/blueteam?
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aronhun

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Re: Arena: Ghosts
« Reply #42 on: March 31, 2014, 12:57:29 pm »

in TF2 all ghost are same. White n' havin a hat and have a Blu healing beam (don't heal them just fly rounds).
In gg2 why not the gosts look same and wear a ghastly gibus?
an example of ghost.
http://www.ganggarrison.com/forums/index.php?action=post;topic=34655.30;last_msg=1217545#
« Last Edit: March 31, 2014, 12:58:56 pm by aronhun »
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\esc144aAroundTheWorld\esca

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Re: Arena: Ghosts
« Reply #43 on: March 31, 2014, 01:04:57 pm »

for people who can't read his code:
if (redteam > blueteam) {
    //Where redteam.players is an array of RED players, kill() is slightly self-explanatory
    redteam.players[random(redteam)].kill();
}
else if (blueteam > redteam) {
    blueteam.players[random(blueteam)].kill();
}
Does this loop? And does it count dead players as part of redteam/blueteam?
Why would it loop?

Besides it was an arbitrary piece of 'code' that merely represented some kind of rhetoric for people who can read code.
Dead players are not an issue, as they are all alive at the beginning of the round... furthermore the idea of a Ghosts match is really that dead players on Red fight dead players on Blu, not that there is a seperate "ghosts" team.

I think we should instead do partially transparent players rather than having a seperate skin/sprite for 'Ghost' players. Ghost players should be invisible to alive players.
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aronhun

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Re: Arena: Ghosts
« Reply #44 on: March 31, 2014, 01:19:28 pm »

Ghost players should be invisible to alive players.
Yes but Ghosts can see themselves. they can move, walk along the map but the alive player cannot see them.
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