Official Soldat Forums

Soldat Talk => Game Improvements / Suggestions => Topic started by: zyxstand on February 22, 2007, 07:19:59 pm

Title: progressive respawn (EDITED x2)
Post by: zyxstand on February 22, 2007, 07:19:59 pm
There should be a SERVER OPTION called "Progressive Respawn" for certain game styles (ctf primarily)

It would basically be used for TW games.  Say red team manages to take control of the majority of the map on their side.  When someone dies, instead of respawning ALL the way on the end of the map, they'd respawn rather close to where their main team is.  That way TW games doesn't have the tendency to have the teams balanced exactly half way in the map.  There's a much higher chance of a team to cap the enemy's flag on a shorter map than on a longer one (if the teams are well balanced).  It's just too much of a gridlock and gets frustrating...

EDIT:
Better Idea:  any checkpoint that is passed by bravo team becomes bravo's AS LONG AS there's no red past it.

ie:      BF------------B------C1---------B----------R---------C2--------B------------R-----R-----C3-------R------RF
(BF = Blue Flag,  B = Blue player,  C = checkpoint,  R = Red player,  RF = Red Flag)
If there's a blue past Checkpoint 2 on the diagram, and a Red past it as well, that checkpoint belongs to no one.  On the other hand, C1 and C3 belong to blue and red respectively because no enemy is past the flag too.

EDIT 2:
Also, once a checkpoint has been taken over by a team, if they go back behind the checkpoint they shouldn't lose it given that no enemies are past it...
Title: Re: progressive respawn
Post by: The Geologist on February 22, 2007, 07:22:48 pm
This would also up the chances of one team totally dominating the other.  Doesn't get my vote.
Title: Re: progressive respawn
Post by: iDante on February 22, 2007, 08:02:07 pm
This would also up the chances of one team totally dominating the other.  Doesn't get my vote.
Yes, it would have to be like a maximum of half of the map, what I think would be best is if you can put flags on your map, and if there is no enemy past it you will spawn there... or something...
Title: Re: progressive respawn
Post by: zyxstand on February 22, 2007, 08:36:34 pm
This would also up the chances of one team totally dominating the other. Doesn't get my vote.

ight here's the thing:  Long time ago (i believe in the old forums) i once spawned an idea of having a game mode called "take over" - you'd have to convert many flags scattered throughout the map to your team's color - taking over a flag is a little bit of a slow process.  I was thinking of the same thing for this idea where there are some "checkpoints" throughout the map that a team has to conquer.  After a cap, the team that capped would lose all "checkpoints" (spawn points) to prevent constant domination.  A good map maker will know where to put these checkpoints...
Title: Re: progressive respawn
Post by: iDante on February 22, 2007, 08:40:10 pm
I like this!
but I doubt it will be implemented...
Title: Re: progressive respawn
Post by: Kapser on February 22, 2007, 08:48:54 pm
If the spawn spots had to be controlled, I think that actually could be a good idea.
Title: Re: progressive respawn
Post by: a-4-year-old on February 22, 2007, 09:00:14 pm
This would also up the chances of one team totally dominating the other.  Doesn't get my vote.
It wouldn't exactly "up the chances" it would just make the total domination come a whole lot faster. Besides, on most games you would end up spawning in the other team's base because the only time your team is ever together is when they all spawn the hell out of each other. It is a no.
Title: Re: progressive respawn
Post by: FliesLikeABrick on February 22, 2007, 09:18:23 pm
This makes it pretty much impossible to keep someone from getting across the map...
Title: Re: progressive respawn
Post by: iDante on February 22, 2007, 09:22:07 pm
This makes it pretty much impossible to keep someone from getting across the map...
whaddaya mean?
Title: Re: progressive respawn
Post by: zyxstand on February 24, 2007, 02:12:03 am
This makes it pretty much impossible to keep someone from getting across the map...
This makes it pretty much impossible to keep someone from getting across the map...
whaddaya mean?

any response FLAB?

Also, I played few TW rounds.  It's SOOO frustrating when you take out the main enemy force in a building (like 3 ppl) AND NOBDOY ON YOUR TEAM DOES SQUAT.... nnooooo they all stay back and fire at the building's walls with no enemies inside while i'm yelling "GO" or something... nothign i can do about that huh - oh well, gotta wait till TW gets big and clans and leagues form for it.

on topic...
uhm, this idea would help for that.
Title: Re: progressive respawn
Post by: M.rSnow on February 24, 2007, 05:59:10 am
OK so its just take out the whole team and your clear :D. Seems fun but can it be coded?
Title: Re: progressive respawn
Post by: Emperor on February 24, 2007, 07:09:15 am
This would also up the chances of one team totally dominating the other.  Doesn't get my vote.

Amen.

CTF is far too vulnerable to this already.
Title: Re: progressive respawn
Post by: The Red Guy on February 24, 2007, 07:48:15 am
This would also up the chances of one team totally dominating the other.  Doesn't get my vote.
Agreed. This idea is bad.
Title: Re: progressive respawn
Post by: Ziem on February 24, 2007, 10:00:56 am
This would also up the chances of one team totally dominating the other. Doesn't get my vote.

ight here's the thing:  Long time ago (i believe in the old forums) i once spawned an idea of having a game mode called "take over" - you'd have to convert many flags scattered throughout the map to your team's color - taking over a flag is a little bit of a slow process.  I was thinking of the same thing for this idea where there are some "checkpoints" throughout the map that a team has to conquer.  After a cap, the team that capped would lose all "checkpoints" (spawn points) to prevent constant domination.  A good map maker will know where to put these checkpoints...
Like Domination mode in UT? :D
Title: Re: progressive respawn
Post by: zyxstand on February 24, 2007, 03:31:08 pm
This would also up the chances of one team totally dominating the other. Doesn't get my vote.

Amen.

CTF is far too vulnerable to this already.

lmao, TW is the least vulnerable.  It, of all the game modes, has the biggest tendency to keep both teams checked - meaning it's really hard to "break through".  And when you do it's usually out of plain luck.  I remember when I once capped, I ran and the enemy launched an M79 shell that exploded behind me and gave me the boost to speed past two coming snipers.  I dunno what happened to them but they weren't there when I returned.

The main problem in such CTF games is when teams are unbalanced for a few minutes.  What annoys me the most is when the FC is told not to cap because it's uneven but most ppl in such games feel the need to cap after having struggled for so long and teams often don't even get balanced!

So really this wouldn't do anything to the game vulnerability - it's more of a catalyst to let the team that's actually better get to the flag faster.
Title: Re: progressive respawn
Post by: Protoman on February 25, 2007, 11:33:57 pm
I like the Territory idea (the one with the Checkpoints)

There should be a game mode like that in which teams need to safeguard the 'terminals' to score points. More terminals = more points per second. Winning scores would range at about 150 - 200, making games last about 7 minutes.
Title: Re: progressive respawn
Post by: zyxstand on February 26, 2007, 12:09:01 am
Erh, i forgot to mention there would be like a 10 second delay or something before taking over a checkpoint...  Also, it'd be nice to have a list of checkpoints available at all times during the game so you can see which belong to whom.  Furhter, there should be a method for choosing a checkpoint to spawn so that you don't have to always spawn at the very front (though maybe that's unnecessary since there's no reason at all to be in the back).
Also, I dunno how long it should take to neutralize the enemy's flag (by running past it).  Should it be instantly or have a 2-5 second delay?
Title: Re: progressive respawn
Post by: Joako on February 26, 2007, 02:47:00 pm
Would be great, but it must be a server AND map option
Title: Re: progressive respawn
Post by: imacheater2k7 on February 27, 2007, 06:24:58 pm
I think a safe way to do this would be to have a flag that you can set in certain locations on the map for each team. Then, the team would spawn from that flag. Let's say two map objects are added. The flag spawn point, where it is at the beginning, and flag points, little pedestals or something on the map that you can set the flag on. Then the map creator could choose where you could place it, and players would have choices as to where they want to spawn. Stand on a placed flag for a set time (Map Option/Server Option) to remove it: Your team's flag is picked up, the other team's is sent back to their start.  And to make it a bit more balanced, there may be Alpha and Bravo flag pedestals so that only that team could use it, so as to prevent the enemy from getting too close.
Title: Re: progressive respawn (EDITED x2)
Post by: fishfood on March 03, 2007, 03:18:33 am
This is a GREAT idea.

Title: Re: progressive respawn (EDITED x2)
Post by: Sytrus on March 03, 2007, 04:13:19 am
Well, it's really a problem that the one team can dominate the other team much easyer then. And your Edit 2 made that even worse. I think it'S never gonna be implented and it also doesn't get my support.
Title: Re: progressive respawn (EDITED x2)
Post by: {depth}shaman on March 09, 2007, 02:38:03 am
DAMNIT! I made a thread about this same fuking idea three weeks ago and i got like three posts. THis is a great idea. I think it would make trenchwar 50 times better. As it is One side can be pwning the other but as soon as you die you have to run for three minutes to get back up to the frontline. It sucks. Please support this simply for the popular tw gamemode.
Title: Re: progressive respawn (EDITED x2)
Post by: Avarax on March 09, 2007, 04:15:29 am
i think i could script this ^_^
you'd have to specify specific values for each map though which is quite elaborate.
Title: Re: progressive respawn (EDITED x2)
Post by: EnEsCe on March 09, 2007, 04:18:09 am
I don't see how you could script it to have players spawn elsewhere....
Title: Re: progressive respawn (EDITED x2)
Post by: Avarax on March 09, 2007, 04:22:02 am
GetPlayer(X,Y) on spawn, then check all checkpoints, if he spawned not at the spawnnpoint most to the front, /setteam him... would be a quite unstable, complicated and console screwing up script though :D.