Sometimes players get an advantage by going to another zones and grabbing both the points from the fading zones, and the possible kills.
This advantage is IMHO unfair sometimes... because players don't really do nothing to earn points from the zone and they can simply watch the players in there kill each other and enter the zone only at those times.
So, is it possible to make players just earn points from kills if they're not on their zone? Perhaps with zones v2?
What do you think?
PS: since efforts are being made to improve fortress, why not sumo too?
If you want to prevent them from getting any points, just add divider walls between the zones, or deathzones if you want to remain compatible to clients <0.2.8.0…
Lucifer wrote:They didn't do anything? Surviving in their own zone was nothing?
Well, to earn the other zone's points I think they didn't.
I say this because usually, the "other zone" means a tougher zone, players with more points. Since most times the zone with those players lasts longer and is more susceptible to attacks that come from easier zones.
Edit:
wrtlprnft: Well I think killing people in other zones seems fair, as opposed to just sit and wait. So dividers wouldn't do it.
It balances, I think. If the easier zones contain less skilled players, then they will wind up in the harder zone next round and get bitch-slapped, while the person they pushed out will go bitchslap their zone.
I admit, it's frustrating to fight your balls off only to die and watch someone get free points that way, but in my experience it seems to balance out.
I disagree, I like the chance that another person could come and jump in on the fight. Usually the player will force his way into the zone not sit it out and wait, adding another player to an already small and getting smaller zone makes some of the best fights.
Adding a wall would be extremely boring. The player who won in his particular zone just gets to sit there , his only reward to sit there till who knows when or suicide.
And only giving points for kills, what if the additional player weaves into the zone you are fighting in and stays inside your zone longer than you and in a smaller space? You dont think he deserves points for that?
think of "vulturing" as a "reward" for killing all the others in your zone faster than in the other zones
what does annoy me though, is when about 7 players end in in one zone, leaving pretty much no room whatsoever to move around... that gets a bit tedious
Got an interesting and backwards-compatible idea: If you're done with your own zone it already collapses, all right. Maybe if you don't have a zone of your own anymore and touch any other sumo zone it could spawn another fortress for you on top of it, so once you enter someone else's sumo zone you have to stay in it just like the players that were already there.
To be fully backwards compatible it would have to have the size all zones have in the beginning, which isn't too bad and gives the attacker a bit of an advantage.
This is a very specific behavior for a very specific problem. This is exactly the type of items that is a candidate for that often mentioned and not much developed scripting.
Actually it should be possible with some creative use of counters (as soon as standard sumo zones actually work, team assignment and all that), it would just be sort of complicated.
This is a bit extreme, but I guess this shows how unfair it can be. I was in the easiest zone because I came in 2 rounds late and scored 60 points in the first round I played. In the second round I was able to gather a whopping 540 points. 3 kills, 8 zones captured.