Wrtl's servers

For things that have to do with those crazy test servers... and yeah. By request of z-man, and, of course, you gotta obey...

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2020
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Post by 2020 » Sun May 20, 2007 2:40 pm

wrtlprnft wrote: 2020: No, if the remaining attacker suicides he'll most likely give away two points to the other team, and if the attacker is any good he'll probably still conquer the zone (you can do that after the round winner message popped up), earning another four points. Plus (s)he gives away his/her chance to possibly kill the attacker and still conquer the zone :)
um
2v2...
i am attacking their zone and they have one defender
and my teammate is defending our zone against their attacker...
my teammate defence dies...
if i try to get back and don't manage it
they get 10 points.... is that right?
if i suicide
they get no points from my suicide and only 6 for getting the zone... is that right?

and another thing
on the server it says
6 points for conquering enemy zone (or something like that)
and 4 points for holding base (or something like that)

which means...
i remain slightly confused by the scoring system... :oops:
hold the line

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Post by wrtlprnft » Sun May 20, 2007 2:58 pm

2020 wrote:2v2...
i am attacking their zone and they have one defender
and my teammate is defending our zone against their attacker...
my teammate defence dies...
if i try to get back and don't manage it
they get 10 points.... is that right?
Yeah, 6 points for defending their base (that used to be 10 points) and 4 points for conquering yours.
2020 wrote:if i suicide
they get no points from my suicide and only 6 for getting the zone... is that right?
No. They get 6 points for being the last active team and 4 for conquering your zone.
2 020 wrote:and another thing
on the server it says
6 points for conquering enemy zone (or something like that)
and 4 points for holding base (or something like that)

which means...
i remain slightly confused by the scoring system... :oops:
There's three different kinds of messages right now:
  1. Code: Select all

    6895259 [0] Team blue was awarded 6 points for being last active team.
    Means that everyone on Team gold died and Team blue wins the round.
  2. Code: Select all

    6895216 [0] Team blue was awarded 6 points for holding the base.
    Means that Team blue conquered Team gold's base but there was still a gold player alive and Team blue's base wasn't conquered. Team bue therefore wins.
  3. Code: Select all

    6895215 [0] Team blue was awarded 4 points for conquering Team gold's base.
    Means that Team blue conquered Team gold's zone, but it doesn't necessarily mean that Team blue wins. Team gold could have conquered Team blue's base before, or Team blue could have already won the round by killing all players on Team gold.
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Post by 2020 » Sun May 20, 2007 3:16 pm

regarding 16 max
it is based on 8 in a team...
this has poetry
in that computer bytes are made up 8 bits
or at least the first generation of them were...

either that or 9
since that could lead to interesting formations of
3 in the central attacking column
and 3 in each wing...

in both cases
having a team with 8 or 9 players is just about humanly conceivable
more starts getting real tricky...

i like the poetry of 8...
hold the line

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Post by New England » Sun May 20, 2007 3:26 pm

I would have 10, because 1 player will defend, so then you can have the attacking columns of 3.
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Post by Jonathan » Sun May 20, 2007 3:47 pm

A byte is just some small addressable unit. These days they virtually always consist of 8 bits (as far as PCs go, at least), but I believe there was quite some variation in the past. It doesn't mean much, other than that it can hold a character in a language like English, and that it's a power of two (which is extremely easy to optimize for - but unless you're working with algorithms that are based on bit juggling by nature, or where you're using powers of two anyway and multiplications/divisions are expensive, you're probably better off making other improvements).

Edit: and I don't believe Arma currently benefits from 2^n players, or that it ever will. Perhaps if we get some weird game type that's somehow based around it.
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Post by wrtlprnft » Sun May 20, 2007 4:11 pm

What's the difference between 2³ and 3², anyways?

And I'm all for having the centre player defend by braking and double backing a second before the split. That makes for four players per side, two attackers, one midfield player, one sweeper.

Edit: 9-bit “bytes” do exist :)
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Post by 2020 » Sun May 20, 2007 6:56 pm

wrtlprnft wrote:There's three different kinds of messages right now:
  1. Code: Select all

    6895259 [0] Team blue was awarded 6 points for being last active team.
    Means that everyone on Team gold died and Team blue wins the round.
  2. Code: Select all

    6895216 [0] Team blue was awarded 6 points for holding the base.
    Means that Team blue conquered Team gold's base but there was still a gold player alive and Team blue's base wasn't conquered. Team bue therefore wins.
  3. Code: Select all

    6895215 [0] Team blue was awarded 4 points for conquering Team gold's base.
    Means that Team blue conquered Team gold's zone, but it doesn't necessarily mean that Team blue wins. Team gold could have conquered Team blue's base before, or Team blue could have already won the round by killing all players on Team gold.
there is redundancy here...
isn't there?

sorry
still not clear to me...
and there is a timing issue which escapes me...

glad it is you guys working this out
and not me :)
hold the line

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Post by 2020 » Sun May 20, 2007 7:36 pm

wrtlprnft wrote:What's the difference between 2³ and 3², anyways?
ahhh
where is the poetry in your soul...?

what happened to the guy who would say 1 instead of yes and 0 instead of no?

design...
2 zones
4 corners
8 players...

it is a virtual game...
echoes of tron the film...

the dichotomy of the mind...

creating a mythology :)


3^2 doesn't come out of computers...

and 10 is just too monkey...
hold the line

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Post by wrtlprnft » Sun May 20, 2007 8:39 pm

2020 wrote:2 zones
4 corners
8 players...
1 server per game
3 models per cycle
9 cycles per team
27 widgets on my cockpit (coincidence, I swear!)

And is it really that hard? 6 points for winning a round, no matter how (winzone, last team alive, conquered the enemy base) + 4 points for conquering the enemy base.
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Post by 2020 » Sun May 20, 2007 8:57 pm

wrtlprnft wrote:
2020 wrote:2 zones
4 corners
8 players...
1 server per game
3 models per cycle
9 cycles per team
27 widgets on my cockpit (coincidence, I swear!)
heheheh
i asked for poetry and you give me humour...
still...
nice answer...
wrtlprnft wrote: And is it really that hard? 6 points for winning a round, no matter how (winzone, last team alive, conquered the enemy base) + 4 points for conquering the enemy base.
aha!
a new formulation!

so conquering the enemy base gets you:
6 for winning the round (by conquering the enemy base for example)
and 4 for conquering the enemy base!

got it!
i don't understand what all the confusion was about
all that about defending home base etc etc

thanks wrtl ;)
hold the line

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Post by wrtlprnft » Sun May 20, 2007 10:24 pm

exactly :)
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Post by Z-Man » Sun May 20, 2007 10:45 pm

/me likes that scoring idea and wishes it would have been his.

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