Fortress Test Server

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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Rain
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Post by Rain » Sat Nov 10, 2007 5:18 pm

i really do not see the digging problem in fortress and rare times it happen it is just funny in a dog-fight, like every move not abused.
i think the fortress element naturally limits murder fights in the grid and this allow us to not be worry about "strange behaviours".
i mean that since the objective is to conquer the enemy zone, you will not expect a player to camp or build sculptures in arena corners.
so, except newbies and bots, everyone will use moves server allow him/her to use to conquer that zone and win the round.
however lowering rubber is somewhat i would like to try. several times me and madmax enjoyed 2 rubber sumo.
also CYCLE_WIDTH (if still exists) could be interesting to play with.
in these day i want to work on a new map, i hope it will be ready as soon as possible to show you.
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Rain
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Post by Rain » Mon Nov 26, 2007 12:11 am

wrtlprnft: waiting for you. let me know when you are ready to set it up. thanks in advance.
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Concord
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Post by Concord » Sun Dec 02, 2007 4:16 am

maybe you
should shoot
em' an email

(I'm sure
you already have
but I'm giddy
to have this
thing
started)

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madmax
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Post by madmax » Sun Dec 02, 2007 1:03 pm

Another thing that came up a while ago (but wasn't tried I think), was to make the rubber not to refill, and you'd have a fixed amount to spend during the round.
Maybe that could bring some more tactics to the grid :D

Also, I'd like to see people aiming for sharp turns more often... as opposed to just fixing with the giant amount of rubber :P

I mean, look at the gameplay on the rubberless server. No place for corrections. You either turn at the right time, or pretty much die.
A fortress server closer to this would be great to try IMHO.
Winner of the How Many Pages Before The Lock® competition and a grand total of 18,93 euros in Euromillions.

Concord
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Post by Concord » Sun Dec 02, 2007 2:06 pm

I'd like to
see that
as well
or also
isn't there
a setting
to turn off rubber
for a period
of time
after the
last turn?

that would
be interesting
as well

epsy
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Post by epsy » Sun Dec 02, 2007 3:30 pm

you can do that actually :)

play with

Code: Select all

cycle_rubber_delay
and negative values of

Code: Select all

cycle_rubber_delay_bonus

Concord
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Post by Concord » Sun Dec 02, 2007 4:39 pm

o cool
that'd stop
grind adjustments

muahhhahaha

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DDMJ
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Post by DDMJ » Sun Dec 02, 2007 5:24 pm

madmax wrote:Also, I'd like to see people aiming for sharp turns more often... as opposed to just fixing with the giant amount of rubber :P
Grind corrections are for the weak!

This would be awful for high pinged players =/

Concord
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Post by Concord » Sun Dec 02, 2007 6:26 pm

what else
is new

either they'd
have high pings
or we would
and this time
the euro's won :(

not to worry
we have a stronger dollar
:wink:

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Rain
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Post by Rain » Thu Dec 06, 2007 1:01 am

and what about a circular grid? @[email protected]
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Concord
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Post by Concord » Thu Dec 06, 2007 2:02 am

I don't see
the walls being
used much
at all
so I
am not sure
what a circular grid
would change

Perhaps an
infinite grid?

Hoax
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Post by Hoax » Thu Dec 06, 2007 5:44 pm

A circular grid would just lead to a stalemate or middle attacks as people would just block the sides...
not to worry
we have a stronger dollar
LOL

max as fun as nexus9 is...you need at least some rubber for irregularities/lag etc

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Rain
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Post by Rain » Sun Dec 09, 2007 3:55 am

idea: when a team conquers a fortress the opponent team's members die. (like it happens in sumo)
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Concord
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Post by Concord » Sun Dec 09, 2007 1:10 pm

as opposed
to the round ending?

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Post by epsy » Sun Dec 09, 2007 10:53 pm

Rain wrote:idea: when a team conquers a fortress the opponent team's members die. (like it happens in sumo)
yea i already thought about this
it's mostly just a round-end effect

except if you're playing 4-team fort ;)

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