Each player now has a maximum of three respawns for each round, effectively four lives. After that they stay down. This will hopefully make it a little less chaotic, with players caring about their actions a little more. Player's remaining respawns are desplayed as they are resurrected.owned wrote:My idea is to give each player a certain amount of respawns (probably somewhere 1-3)
This should also help with epsy's gripe.
Respawns are now a little random. It's still at the attackers end, around about where the lead player is initially spawned but not in the exact spot. Up to 30 metres in all directions to be precise. This is purely to make respawns a little more interesting.
The defending team is now are awarded 5 points after 1 minute and again at 2 minutes. If they last 3 minutes they gain the 10 points for winning the round.Z-Man wrote:add score based on how long it takes before the defense crumbles
Oops. The attackers zone now moves slightly outside af the arena at the beginning of the round. Now, I'm sure it cannot be conquered.Van-hayes wrote:the attacker's small zone can be conquered by the defenders pretty easily
Server messages are now much clearer, with time remaining messages much more obvious.
Number of rounds is fixed at 6 - each team defends and attacks 3 times. The team with the highest score at the end wins.
fortress rates are now
FORTRESS_CONQUEST_RATE .3 # cafe: .3
FORTRESS_DEFEND_RATE .3 # cafe: .2
FORTRESS_CONQUEST_DECAY_RATE .1 # cafe: .1
This will help the defence a little and create more sumo style fun in the zone.
Please keep the suggestions coming, some thoughts I'm yet undecided upon...
Scoring? I would like to hear any thoughts on this, currently it's very close to fortress.
Holes? loose them completely? or are they an important part of fortress, even defending a torp?
Defenders respawn position? should it be at the attackers end? or nearer their defence? I'm liking it where it is, as the attacker can effectively block them from their own defence.