1) Additional "revenge points" for taking out the player that killed your team's MVP in the same round (or another specific player, like the flagholder in CTF, or the defender in fortress if that is detectable by any means.)
2) Holes that only allow a certain number of players to go through and close instantly if that number is reached.
3) Zones that don't allow more than a certain number of enemies/teammates inside
4) Separate keys for turbo boost and brakes (and perhaps shooting too, although I'm not interested in that).
5) Something like Tank's mazing bot detector to output a player's stats in specific categories (mazing, grinding, surviving etc. - similar to Concord's player rater) and giving him advice if he wants to retrieve these data. This is likely to need an empiric basis.
correct me if anything here has been suggested already or makes no sense.
several feature ideas (not really requests)
- delinquent
- Match Winner
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- Joined: Sat Jul 07, 2012 3:07 am
Re: several feature ideas (not really requests)
As for the mazing thing, would it not be affected by someone doing what could roughly be described as a slingshot, but D'Binding back and forth a few times against their own wall?
Re: several feature ideas (not really requests)
Well, I'm not a programmer but you can't really do something like that with settings that are typical for fortress, or classic local settings where the delay isn't ridiculously low while the rubber is too high. As far as I understood it found out that good mazers "dare" to turn when we others wouldn't, because they have practiced it often enough.
Perhaps that sounds a little abstract but you could then define good attacking as the ability to break through the defense in the right moment and depend that moment's value on the time the defender was able to keep the zone enemy-free while he was alive, minus the time the sweepers bought him time or there was nobody attacking him at all. And you probably need to add dead trails to your calculation...like giving him bonus points if he can keep the zone safe although other teammates died during the first 24 seconds (in standard fortress, a dead player's trail needs 8 seconds to disappear and can be an easy way to get in a zone). Less points for teamkilling when the teamkilled player had no time to react and vice versa.
Perhaps that sounds a little abstract but you could then define good attacking as the ability to break through the defense in the right moment and depend that moment's value on the time the defender was able to keep the zone enemy-free while he was alive, minus the time the sweepers bought him time or there was nobody attacking him at all. And you probably need to add dead trails to your calculation...like giving him bonus points if he can keep the zone safe although other teammates died during the first 24 seconds (in standard fortress, a dead player's trail needs 8 seconds to disappear and can be an easy way to get in a zone). Less points for teamkilling when the teamkilled player had no time to react and vice versa.
- delinquent
- Match Winner
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- Joined: Sat Jul 07, 2012 3:07 am
Re: several feature ideas (not really requests)
I suppose, I still think it's kind of hopeless to try and program that kind of decisive thinking. And the fact that it would require constant monitoring, enough to render the less powerful servers useless (imho). Unless it is calculated by proportional distance between two walls.. for example, you have to be close enough to the middle of a space between two walls, turn, and remain in the centre locale. Judging the formula for different rubber and speed settings, however, might be next to impossible without eating up a lot of CPU time, and, quite possibly, bandwidth too. I could probably think up the formula, but it wouldn't run, I don't think. Then again, I'm not a great programmer either.