Time based Fortress?
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Re: Time based Fortress?
I think if we were to develop a gameplay like this I would change a lot more things.
Think: Counterstrike but with tron...Think strategy based wild fort...
Problem with fort/sumo is that a lot of strategies are worn out. Remember when double grinding and centering were new strategies? That's when the game was super fun...Now there is a block for almost every strategy and the majority of players know and can execute them.
Pardon me guys, I'm really bad at drawing and don't have photoshop on hand so I will try and explain it.
The entire equator of the grid has perpendicular and parallel walls creating mazes. Some mazes are quicker/shorter than others. However if you play 8v8 it is impossible to cover all of the spaces (probably less than half). We woul dhave to disable the map feature and seeing of opponent's names on the screen to make this work). Then when you leave the maze onto the opponent's side you will be advantaged/disadvantaged by where you came out and how the team initially countered the attack. The zone will also be twice as big as a normal zone, and only one person can defend before the first attacker gets there (So the defense can be at most 50% covered, then when the first attacker gets there, the sweepers can also get into the zone, BUT that means that your compadres will also be in the area to help you gank) The strategy about picking the mazes is that should you split up your team? all go seperate ways? or all go the same way? If you all go the same way then you are easily blocked by one person, but if that person is out of position or misguesses than you pretty much win. If you split up your team then it is impossible that everyone will be blocked (5v6 for example since there is a defender) BUT once that first attacker touches the zone (and a message could pop up saying DEFENDER'S ZONE PENETRATED) then the sweepers can come in and gain the advantage. The time limit of 3-4 minutes would also be good idea to implement in this kind of style.
But yeah, this is a much more ***realistic*** way to portray real life games such as capture the flag and fortress.
Think: Counterstrike but with tron...Think strategy based wild fort...
Problem with fort/sumo is that a lot of strategies are worn out. Remember when double grinding and centering were new strategies? That's when the game was super fun...Now there is a block for almost every strategy and the majority of players know and can execute them.
Pardon me guys, I'm really bad at drawing and don't have photoshop on hand so I will try and explain it.
The entire equator of the grid has perpendicular and parallel walls creating mazes. Some mazes are quicker/shorter than others. However if you play 8v8 it is impossible to cover all of the spaces (probably less than half). We woul dhave to disable the map feature and seeing of opponent's names on the screen to make this work). Then when you leave the maze onto the opponent's side you will be advantaged/disadvantaged by where you came out and how the team initially countered the attack. The zone will also be twice as big as a normal zone, and only one person can defend before the first attacker gets there (So the defense can be at most 50% covered, then when the first attacker gets there, the sweepers can also get into the zone, BUT that means that your compadres will also be in the area to help you gank) The strategy about picking the mazes is that should you split up your team? all go seperate ways? or all go the same way? If you all go the same way then you are easily blocked by one person, but if that person is out of position or misguesses than you pretty much win. If you split up your team then it is impossible that everyone will be blocked (5v6 for example since there is a defender) BUT once that first attacker touches the zone (and a message could pop up saying DEFENDER'S ZONE PENETRATED) then the sweepers can come in and gain the advantage. The time limit of 3-4 minutes would also be good idea to implement in this kind of style.
But yeah, this is a much more ***realistic*** way to portray real life games such as capture the flag and fortress.
- pike
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Re: Time based Fortress?
Psyko - that is a good idea for new fortress-type game, but I personally don't think we should change the competitive fortress in a way that'll make it so complicated. The simplicity of the rules, the map, the physics makes it a great place to implement new strategies. Yes, we probably won't find any better way to launch, to split and block center attacks, but everything that happens after it is still a carte blanche waiting for our ideas. Success of attacks still depends more on individual skill than team play, but watching some teams you can spot cooperation between sweepers in defence. And that's a good sign.
Re: Time based Fortress?
Oh yeah definitely keep the classic fortress...I'm just thinking of new cool game types...Because in order to be good in the counterstrike tron your team has to use team speak or ventrilo to switch up your strategy on adime...That's when a good captain will shine
Re: Time based Fortress?
I've never played Counterstrike, but I imagine a CTWF version of Fortress Onslaught (or Fortslaught?) would be pretty interesting.~*PsYkO*~ wrote:Oh yeah definitely keep the classic fortress...I'm just thinking of new cool game types...Because in order to be good in the counterstrike tron your team has to use team speak or ventrilo to switch up your strategy on adime...That's when a good captain will shine
I've also thought about the possibilities of this new game mode, and maybe one day I'll explore some new environments for it (I'm very busy lately).
- Cosmic Dolphin
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Re: Time based Fortress?
When I played this, it is so differnt from regular fort.
The style of play is needed to be changed a lot. I can tell because I could keep my score close to the big guys.
*a simple def suggestion*
Have two walls of defense and sweepers. Outer wall is made in opposite direction as inner wall. Make sure to give enough space for inner def man to operate.
The style of play is needed to be changed a lot. I can tell because I could keep my score close to the big guys.
*a simple def suggestion*
Have two walls of defense and sweepers. Outer wall is made in opposite direction as inner wall. Make sure to give enough space for inner def man to operate.
" Wise men talk because they have something to say; fools, because they have to say something."
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Ok, but why did I add this signature? I was like 15 and thought I was smart? What a brat.
-Plato
Ok, but why did I add this signature? I was like 15 and thought I was smart? What a brat.
Re: Time based Fortress?
I like the idea of a ctwf onslaught. Main obstacle I see is that arma still has firm control over spawn positions (based on score I beleive).
This means the script can't control which team is to be attack or defence.
For ctwf onslaught to fully realise its potential, maps will want to be non symetrical with one team clearly the attackers, the other team the defenders, with spawn points controlled by the script.
The only reason it works now is that the map is symmetrical and it's only after the cycles have been spawned (giving their coordinates to my script) that attack/defend roles are assigned and zones dealt with accordingly.
I even went so far as to make a map with no spawns so my script could spawn players. The server didn't like it one bit and threw its toys out of the pram.
All I can think of right now is allowing arma to spawn all players in some kind of holding area, then immediately trasporting them onto the grid to their true start positions and let the battle commence
But that sound s a little too hacky even for me
Meanwhile....
Fortress Onslaught is now back to three minute time limit. It became clear that two minutes didn't leave enough time to grind down a good defence.
I'm also thinking if ways to make it work in the situation of 3v2. It can be a little one sided - thoughts appreciated.
This means the script can't control which team is to be attack or defence.
For ctwf onslaught to fully realise its potential, maps will want to be non symetrical with one team clearly the attackers, the other team the defenders, with spawn points controlled by the script.
The only reason it works now is that the map is symmetrical and it's only after the cycles have been spawned (giving their coordinates to my script) that attack/defend roles are assigned and zones dealt with accordingly.
I even went so far as to make a map with no spawns so my script could spawn players. The server didn't like it one bit and threw its toys out of the pram.



Meanwhile....
Fortress Onslaught is now back to three minute time limit. It became clear that two minutes didn't leave enough time to grind down a good defence.
I'm also thinking if ways to make it work in the situation of 3v2. It can be a little one sided - thoughts appreciated.
- kyle
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Re: Time based Fortress?
This is why I had voodoo add a SPAWN_WINNERS_FIRST command.ed wrote:I like the idea of a ctwf onslaught. Main obstacle I see is that arma still has firm control over spawn positions (based on score I believe).
before it would take the first spawn point and set it with the lowest ranked team, with this it just does the reverse.
also remember you can use sub spawns for each player in a team
Code: Select all
<Spawn x="672" y="-672" xdir="-1" ydir="0"><Spawn x="900" y="-50" xdir="1" ydir="2"/></Spawn>

Re: Time based Fortress?
hmmm, so you're suggesting the script keeps its own record of the score using the ROUND_SCORE_TEAM log messages, then sets SPAWN_WINNERS_FIRST 0/1 before the players are spawned depending upon which teams turn it is to defend and whether or not they are in the lead? This will set them in their correct start positions?kyle wrote:This is why I had voodoo add a SPAWN_WINNERS_FIRST command.
That could work


- kyle
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Re: Time based Fortress?
that was the idea 
keep track of the teams points and set that setting accordingly, not exactly what i needed it for, but it would work.

keep track of the teams points and set that setting accordingly, not exactly what i needed it for, but it would work.

Re: Time based Fortress?
I've been playing around with this, but I've hit a brick wall :Skyle wrote:keep track of the teams points and set that setting accordingly
How can I control spawn positions if the points are level? Which team does arma favour, so I can set the spawn according to score?
This also effects spawning on the first round

- kyle
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Re: Time based Fortress?
I think it is the last team that was winning and at the start most likely the one that is with TEAM_NAME_1 and those are for the current winning team

Re: Time based Fortress?
Ok, so that involves keeping track of all scores, not just at round end, so the script knows who was last in the lead. It's starting to get too messy for my liking.
I will look for other ways. Thanks.
I will look for other ways. Thanks.
Re: Time based Fortress?
A few hacks later...
sty+ct branch has a new setting, SPAWN_ALTERNATE 0/1.
When set to 1, if there are two teams (only works for 2 teams currently), the spawn position of the teams will alternate every round.
Fortress Onslaught has a new map to prove this concept:

Basically, arma handles attack/defence positions now, so there is no longer the matter of the script spawning zones, then working out who was to be attack then moving the attackers zone out of play. It is now much clearer for the players, from the outset, who is to be attacking and defending.
Thanks for all the BUG cries. I think I have nailed down all those that have come up. Although I may have created more with the latest developments. Please, keep 'em coming. Thanks.
sty+ct branch has a new setting, SPAWN_ALTERNATE 0/1.
When set to 1, if there are two teams (only works for 2 teams currently), the spawn position of the teams will alternate every round.
Fortress Onslaught has a new map to prove this concept:

Basically, arma handles attack/defence positions now, so there is no longer the matter of the script spawning zones, then working out who was to be attack then moving the attackers zone out of play. It is now much clearer for the players, from the outset, who is to be attacking and defending.
Thanks for all the BUG cries. I think I have nailed down all those that have come up. Although I may have created more with the latest developments. Please, keep 'em coming. Thanks.
Re: Time based Fortress?
nice. looking forward to trying it.
Re: Time based Fortress?
Orange text regarding time left is not very visually pleasing
and still think the respawn is too quick; when the explosion is over with would be the perfect time imo. Much better than before though
Also a couple of people asked what was the small attackers zone was for; I guess because you can't remove it?
No bugs noticed though (except vanhayes being owened by a sink)
and still think the respawn is too quick; when the explosion is over with would be the perfect time imo. Much better than before though
Also a couple of people asked what was the small attackers zone was for; I guess because you can't remove it?
No bugs noticed though (except vanhayes being owened by a sink)
