Time based Fortress?

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ed
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Re: Time based Fortress?

Post by ed »

Made a few changes to the server, hopefully fixed a few bugs'n'flaws. Maybe created more, let me know.
owned wrote:My idea is to give each player a certain amount of respawns (probably somewhere 1-3)
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.
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.
Z-Man wrote:add score based on how long it takes before the defense crumbles
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.
Van-hayes wrote:the attacker's small zone can be conquered by the defenders pretty easily
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.

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.
owned
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Re: Time based Fortress?

Post by owned »

ed wrote:Scoring? I would like to hear any thoughts on this, currently it's very close to fortress.
Maybe we could just have 1 point (or 10) for winning a round and none for kills? This'll make all players use their lives to the fullest extent.
Holes? loose them completely? or are they an important part of fortress, even defending a torp?
I think they should stay as they are or maybe a little bit smaller. (smaller than regular) Big enough to enter with skill, but small enough that not just anyone can make it.
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.
I haven't tried the new settings yet so I'll post back when I have.
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Mkay1
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Re: Time based Fortress?

Post by Mkay1 »

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.

i just went there and it is impossible to conquer the attackers zone... which sort of went against flex's original post, although the defense still receives points for Holding the zone

So i guess i like it better this way... maybe make holes smaller... the smallest hole (aka blast radius) default size is 2...is there any way to make it 1? which would make it better for game play

Also maybe so you won't torp you could make suicide -10 muahahahaha... then again...idk
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Re: Time based Fortress?

Post by Flex »

Don't worry, we're far from my original post, hehe. :P This is almost a completely new mode.. Even more different than how Wild Fortress is to normal Fortress. At least something positive came out from all these thoughts.
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ed
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Re: Time based Fortress?

Post by ed »

Mkay1 wrote:maybe make holes smaller... the smallest hole (aka blast radius) default size is 2...is there any way to make it 1? which would make it better for game play
It is currently 0.5. This makes getting through a randomly made hole difficult, but intentional torping still a highly effective tactic if not defended against.
Mkay1 wrote:Also maybe so you won't torp you could make suicide -10 muahahahaha... then again...idk
I think you mean SCORE_HOLE -10 and you might be onto something there.... You can torp, but you'll pay highly for it.
Hmmm, we'll see how it goes, whether or not holing plays a large part in the overall game.
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Re: Time based Fortress?

Post by sol »

Flex wrote:This is almost a completely new mode.. Even more different than how Wild Fortress is to normal Fortress.
You know it's Ed... he IS wild <3
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Re: Time based Fortress?

Post by Hoax »

Just had some games wasn't bad :)

One superficial issue: could the respawn time be changed to until after you've exploded; it's a lil weird otherwise.

Also freako mentioned about adding the lives left over to the scores, maybe this could be considered.


Ps. This topic could be split? Flex's original concept of time based fortress could still be discussed then if wanted
Also I didn't really experience time as an important factor in onslaught.
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sinewav
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Re: Time based Fortress?

Post by sinewav »

Hoax wrote:Also I didn't really experience time as an important factor in onslaught.
I agree with Hoex on respawns and time. Maybe two minutes instead of three?

The little bit I played today was a marked improvement over the earlier version. I'm almost ready to schedule a meet there. ;)
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madmax
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Re: Time based Fortress?

Post by madmax »

Hoax wrote:Also freako mentioned about adding the lives left over to the scores, maybe this could be considered.
No way... That would encourage people to stay alive and do the regular "oh noes, better turn back so I won't die" :(
Having only 3 respawns already does that a bit...
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Titanoboa
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Re: Time based Fortress?

Post by Titanoboa »

Hoax wrote:Also freako mentioned about adding the lives left over to the scores, maybe this could be considered.
(When you die, the opponents get 2 points, and you lose a life/respawn. Surviving a round with 5 lives (4 respawns) left means the opposing team didn't get the 10p from ur deaths.
Adding 1 point for every life left would mean you/your team makes~ 15p which is pretty much is the same as changing score_kill to 3.)

Just saying.. Why complicate things?

also, madmax has a good point.
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ed
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Re: Time based Fortress?

Post by ed »

Hoax wrote:One superficial issue: could the respawn time be changed to until after you've exploded; it's a lil weird otherwise.
Yeah, I agree with this, maybe a second or two later. But I really need to fix an issue with how names are stored in the script first. The reason why authenticating mid round will lose you all of your lives :oops:
sinewav wrote:Maybe two minutes instead of three?
I'll try this. See how it goes. I'll try three lives instead of four while I'm at it.
I'm against rewarding players for keeping lives. I'm with madmax and would rather encourage risky play :pdog:
sinewav wrote:I'm almost ready to schedule a meet there.
Yeah, I'd like to play a semi competetive match there also. Get a team together and let me know, I'm sure I could grab a handful of crazy tronners given a couple of days notice :)
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Re: Time based Fortress?

Post by Hoax »

madmax wrote:
Hoax wrote:Also freako mentioned about adding the lives left over to the scores, maybe this could be considered.
No way... That would encourage people to stay alive and do the regular "oh noes, better turn back so I won't die" :(
Having only 3 respawns already does that a bit...
Hmm idk, last night was a bit of a kami fest imo :)
I aggree with what's been said, just thought I'd mention what freako suggested; discussed & shot down ftw.
ed wrote:But I really need to fix an issue with how names are stored in the script first. The reason why authenticating mid round will lose you all of your lives :oops:
Haha I tried logging out mid-match to see if I got some lives back. Good job I didn't bother logging back in :P
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ed
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Re: Time based Fortress?

Post by ed »

Fixed a couple of bugs and ended up rewriting most of the script, so if it crashes, I apologise, no time to test.

Bug fixes:
everyone now gets respawned facing towards the centre of the grid
You can rename/login/logout, the server will hold your number of lives correctly
If the base is taken in the dying seconds of the round, attackers are not killed

changed:
time limit per round: 2 minutes
Lives 3 ( 2 respawns ) - hopefully this will help with the more respawning causes less fps problem.
Server messages now use you grid name and team colours. eg "Bad Boy Eddie has been respawned", not "ed@forums has been"

It is at present untested, but things should look an work a lot neater now. Please tell me of any bugs, however small. "BUG:" cries would be good, I'll check the logs.
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madmax
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Re: Time based Fortress?

Post by madmax »

ed: it seems broken. No zones at all there...
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ed
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Re: Time based Fortress?

Post by ed »

Thanks madmax. Back up now with the bug that caused the crash fixed.

In addition, there are now many different ways that players get killed.This will make sense if you play there.
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