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Soldat Talk => Game Improvements / Suggestions => Topic started by: decoy. on October 10, 2006, 12:13:39 pm

Title: Flag Fight: Take It Home Baby.
Post by: decoy. on October 10, 2006, 12:13:39 pm
Carry the flag.  ;)

Here is an idea that I have had for a little while yet did not know how to express this idea completely. In Realistic mode, there should be an option where you can either choose for the flag to respawn at the base or expect for a respective team mate to carry the flag back for the purpose of preserving some sense of realism in it as well as to add to the difficulty to the task.

A team mate can carry the flag [with the intent of it heading back to home base] under certain conditions.
This basically means that if you have only one weapon avalable to you upon weapon switching, then you can grab the flag on contact bare handed.[/size]


The capture can only be done by an opposing team member. Kill the EFC to get ahold of the flag.
Like many times, the flag can be shot from it's position as well. Since cooperation is a key factor, hope no team mates take it to the enemy's side. ^_^[/size]

Don't worry, it won't be as similar to Halo as you may think. With the flag equipt, although you'll be a weapon short, the flag should be a handy substitute for something useful in the least. As a replacement of a weapon, it acts just like that, a tool that you can use when equipt.

When equipt you can:The general point of this idea is to add yet another challenge to CTF as well as abit of fun to it too instead of having such a docile flag which moves the way the wind blows. And note, the ability to do such a thing is not limited to the one who successfully retrieves his or her flag. EFCs can do this to but if they have two weapons equipt already then the default method of carrying and throwing will only be avalable, even while loosing a weapon in the process of holding the flag.

Although quite abit of detail was used, I doubt that each bit of this is clearly explained. If you have any questions or concerns about this, please make them noted regardless of what the question related to this be.
Quote from: decoy.
Note: The content above may be subject to edit to some degree in order to improve understanding as well as implant ideas for the betterment of this idea, if it ever carries through.
Date Posted: October 10, 2006, 01:10:53 PMI guess, if anything, I can reserve this post for any FAQs so if this lives that long, I'll make the post look nice at least.
Title: Re: Flag Fight: Take It Home Baby.
Post by: Axel on October 10, 2006, 12:26:00 pm
hmm, i like ALOT of these ideas. but i must state the probs. firstly, biggest, is how are you gonna script this and what could the control scheme be? thats a big prob, an would take lots to work on. secondly, there is a problem with the abuse of this. i promice that people who are switched to the opposing team to maintain balance will try an sabotage this, and even reg. jackoffs would too. so there ya go, i luvs the idea of blocking, thats what i think is the best idea, and maybe the javelin, but it still leaves lots unsaid that involves actually makin it.
latas
Title: Re: Flag Fight: Take It Home Baby.
Post by: Toumaz on October 10, 2006, 12:29:04 pm
  • Pass and Go.
    It's simple, with the same method you use to throw the knife as well as granades, you can throw the flag in order to pass it with ease to your team mate.
Well, you can already do that. Just press W and S simultaneously.

For the overall carry the flag concept, I think that it would be a bit too complex to implement. The whole thing with that the flag appears in your actual hands would only that be a toughie to make possible.

And sorry, I don't really like this idea overall either. It would make Soldat a bit too complex, and I would like to keep that feeling of simplicity when I play it.
Title: Re: Flag Fight: Take It Home Baby.
Post by: decoy. on October 10, 2006, 12:39:06 pm
hmm, i like ALOT of these ideas. but i must state the probs. firstly, biggest, is how are you gonna script this and what could the control scheme be? thats a big prob, an would take lots to work on. secondly, there is a problem with the abuse of this. i promice that people who are switched to the opposing team to maintain balance will try an sabotage this, and even reg. jackoffs would too. so there ya go, i luvs the idea of blocking, thats what i think is the best idea, and maybe the javelin, but it still leaves lots unsaid that involves actually makin it.
latas
Thanks for takin a look into it. As far as scripting, it's something I honestly need to get BACK into since I only did a little to start off with. So with the control scheme, I'm not exactly sure what I'll use for such. For now it's an idea that's up in the air for what I know.

Thanks for bringin up the thought of it being abused as well. I guess one of the parts of the conditions has to be removed, in regards to shooting the flag from it's spot. I figure at most, if it is shot from it's spot then it should return in it's regular method then. Only when the efc is taken out can the flag be taken I figure. Still the thought of sabotage surfaces.

Date Posted: October 10, 2006, 01:36:17 PM
  • Pass and Go.
    It's simple, with the same method you use to throw the knife as well as granades, you can throw the flag in order to pass it with ease to your team mate.
Well, you can already do that. Just press W and S simultaneously.

For the overall carry the flag concept, I think that it would be a bit too complex to implement. The whole thing with that the flag appears in your actual hands would only that be a toughie to make possible.

And sorry, I don't really like this idea overall either. It would make Soldat a bit too complex, and I would like to keep that feeling of simplicity when I play it.
W and S will be left into it as well in my idea, but only if you're not carrying the flag as a weapon. And I understand what you're saying. I tend to complicate things that need remain simple at times that I shouldn't. It's a habbit I need to abandon sometimes. But as for this one, I'm a little iffy about my own idea. It's why I put in such statements of doubt.

And simplicity works well too.
Title: Re: Flag Fight: Take It Home Baby.
Post by: Mistercharles on October 10, 2006, 08:14:04 pm
hmm, i like ALOT of these ideas. but i must state the probs. firstly, biggest, is how are you gonna script this and what could the control scheme be?
Do people who suggest these ideas script it themselves? Hell no, MM does it. And why would the controls be different?

I do like this idea, despite its complexity. It would be interesting, having a bit more to think about besides kill EFC, protect FFC, get flag, protect base. Plus, there wouldn't be as many noobs present, seeing as the Flag Fight soldiers would have a lot to consider before making a move.
Title: Re: Flag Fight: Take It Home Baby.
Post by: Cato269 on October 11, 2006, 04:51:07 am
mabye the realistic return, but none of that other stuff, becuase there are amost no smart sawers in r/s let alone when your rushing at them with their flag.
Title: Re: Flag Fight: Take It Home Baby.
Post by: decoy. on October 11, 2006, 05:50:25 am
Well in light of the opinions that differ here, would there be any suggestions that should be added to this idea from anyone?

Date Posted: October 11, 2006, 06:39:43 AM
mabye the realistic return, but none of that other stuff, becuase there are amost no smart sawers in r/s let alone when your rushing at them with their flag.
And I would believe it to be unfair of the flag to block each and every attack thrown at them, which is why I provided such exceptions presented. Plus there are enough glitches with flag holders already. I've seen some take hits from m79s when the flag was sort of an obstruction as well as if it hit the flying shoes they had. There is one thing I do wonder about in regards to this.

If a flag carrier is off to return his own flag, should it be allowed for him to carry two flags? Although that might make that one person hold the lot of the weight in that round, I believe the best answer for this would be no.

So I figure that the default here should be applied if the designated flag carrier has come to return the flag;

Regarding the flag carrier: Upon contact of their own flag, while in posession of the opposition's flag, their flag will respawn back at their base.

That should fix that though.
Title: Re: Flag Fight: Take It Home Baby.
Post by: Axel on October 11, 2006, 07:08:27 am
hmm, if you can implement it, maybe the block featur could be added to the 2nd mouse button.....or first, depending on wat all would be added. youd want it one one of those though, cuz i think it would be the most heavily used, and it would aim just like a gun when you use it, so you still have to follow and perfectly block the enemy thats attacking you,(FE) if ur under attack beh 3 people, it could provide for some awsome maneuvers on the ffcs side to live through that, and there would surface a new class of players that pride themselves in flag fighting skillz.(i really like the idea of guarding, where it only protects you for the length of teh flag and you have to look at teh person thats attacking for it to come between you 2. if its like that, it can easily be an impenetrable sheild without unbalancing the game)
im votin full support now.
Title: Re: Flag Fight: Take It Home Baby.
Post by: decoy. on October 11, 2006, 08:23:10 am
hmm, if you can implement it, maybe the block featur could be added to the 2nd mouse button.....or first, depending on wat all would be added. youd want it one one of those though, cuz i think it would be the most heavily used, and it would aim just like a gun when you use it, so you still have to follow and perfectly block the enemy thats attacking you,(FE) if ur under attack beh 3 people, it could provide for some awsome maneuvers on the ffcs side to live through that, and there would surface a new class of players that pride themselves in flag fighting skillz.(i really like the idea of guarding, where it only protects you for the length of teh flag and you have to look at teh person thats attacking for it to come between you 2. if its like that, it can easily be an impenetrable sheild without unbalancing the game)
im votin full support now.
Thank you and that is the idea for the aspect in the game.

As for the blocking to be more so an optional action than something already set, I was considering it would work in cooperation with attacking with the flag. But how would that work, because aside from throwing nades and throwing knives, the shooting function is the only other way I see to attack or block.

Wait, I just got an idea in the middle of typing. It should encourage timing more so than anything. To press the fire button with the flag is to hit. Do so repeatedly and it hits with two routine strikes. Hold the button and it should enable the carrier of that flag to block. It won't be dependant on weather you hold to block or tapping it to attack. To shoot is automatically attacking. It's just after that attack it should block. It's about as vital to time as switching to the combat knife in time to throw it I suppose.

How does that sound as far as the flag fighting is concerned.

And if this goes through, then you may be right as far as those who might pride theirselves on fighting with the flag. I figure some pride themselves on sniping while others do with knives.
Title: Re: Flag Fight: Take It Home Baby.
Post by: Keron Cyst on October 11, 2006, 08:47:32 am
This would dramatically change CTF, pushing it out into a new frontier where it's never traversed before.

I'm with Mistercharles; I think it's freakin' awesome, but it probably won't get implemented because it has so many different sections requiring massive coding, especially the attack-then-block. That's like forming a temporary collider right there! I don't think that's practical at all in terms of programming.

It's a great idea, tho', and I'd love to see it implemented. (Of course, it won't, but we can dream... ;D) Nice idea.

The idea of taking your own loose flag back to base instead of it warp-returning is probably the most radical in that post.
Title: Re: Flag Fight: Take It Home Baby.
Post by: Axel on October 11, 2006, 12:14:30 pm
well, for the collider, the grenade already can stop explosives, couldnt you change it so that it can stop bullets and rename it to use as the sheild? i mean, id think that it would be easy just to map a beta that is a perpetual sheild, just adding a colider in front of where your looking at all times. it would obviously be a beta, but iv done scripting for other games, and usually its possible to atleast trick the game into doing what you want. anywho, perhaps we could map the jet to double pressing the jump button, and have the 2 mouse buttons being devoted to the flag, or to make it more simple get rid of the attack ability. there are a host of things you could cancel out to add this, but block would definately be the most used feature if this could ever be added since its the most easily jumped into. id definately like to see this in teh game, but like he said, unless mm practically directly posts we can only dream, like many other great suggestions.....
Title: Re: Flag Fight: Take It Home Baby.
Post by: Keron Cyst on October 11, 2006, 01:38:35 pm
The grenade can stop explosives?!
Title: Re: Flag Fight: Take It Home Baby.
Post by: Toumaz on October 11, 2006, 01:50:24 pm
I think he meant that the grenade could explode other explosives, but I'm frankly not too sure...
Title: Re: Flag Fight: Take It Home Baby.
Post by: a-4-year-old on October 11, 2006, 02:00:12 pm
i don't feel it, isn't that just like unreal tournament or something?

i know in guild wars you need to pick up items and cant use your weapons and it pisses me off,

its a no for me.
Title: Re: Flag Fight: Take It Home Baby.
Post by: Axel on October 11, 2006, 02:51:21 pm
1. yeah, i know for a fact that nades explode other nades mid air if they collide, so im assuming that it can do that with rockets an 79s.
2. i cant say bout unreal, but it would be diff for soldat, specially since its 2d, and not about aliens... but the control could be mouse 1 to block, and the reload button turns into the attack, so as to make it more difficult to use.
Title: Re: Flag Fight: Take It Home Baby.
Post by: decoy. on October 11, 2006, 03:11:39 pm
The grenade can stop explosives?!
Yes they can, by exploding themselves. But to say, they're best used when an explosive projectile is sent in your direction. I've done this some times over and if my nade is in the general area where the rocket of a M72 Law was to meet then the rocket launched would detonate in result of colliding with the nade.


i don't feel it, isn't that just like unreal tournament or something?

i know in guild wars you need to pick up items and cant use your weapons and it pisses me off,

its a no for me.
Do not worry. I believe that I forgot to mention that you are switching in between 1 weapon and the flag. This is another, sort of, safety with carrying the flag so that you'll have something to protect you with. With soldat being a 2d game, the bullets have less of a choice in which direction they are to fly in. The basic example is if they're flying in your direction. In response to this, you can do one of two things, switch to your flag and block the sprayed shots heading in your direction or two, shoot back with the other weapon avalable (given that your first weapon as the flag carrier IS the flag.)



1. yeah, i know for a fact that nades explode other nades mid air if they collide, so im assuming that it can do that with rockets an 79s.
2. i cant say bout unreal, but it would be diff for soldat, specially since its 2d, and not about aliens... but the control could be mouse 1 to block, and the reload button turns into the attack, so as to make it more difficult to use.
Well Mouse 1 for block is a definite given. But making the attack button something different like the reload button may work. It's just like the point of throwing your knife above throwing any other weapons wielded.
Title: Re: Flag Fight: Take It Home Baby.
Post by: Axel on October 11, 2006, 06:11:04 pm
kooldat man
Title: Re: Flag Fight: Take It Home Baby.
Post by: zyxstand on October 12, 2006, 06:49:33 am
grenade-grenade collision doesn't trigger them!
This is a pretty good idea - however I don't like the stand guard thing where the flag can protect you.
I did think of another cool idea, namely having the flag act like a spy - you can throw it over a hill top and anything in its line of sight is also in yours however you do risk having it at the enemy's side.  Say you throw it over a hill to spy there and an enemy that's out of its line of sight sees it and knows your using it to spy - he then can make a fast dash for it and run with it.  The only lame thing would be having someone from your team take the flag to the enemy either out of stupidity (meaning he's risking TOO much and it wouldn't be worth it) or he just wants to be annoying like TKers.  Although it has been discussed that we will have to rely on team member cooperation and faith in that they won't be stupid/annoying, it's still pretty risky.
Title: Re: Flag Fight: Take It Home Baby.
Post by: iPod on October 12, 2006, 07:03:12 am
Much too complicated. Soldat isn't played by the mature types of players that would work well with anything requiring a high level of teamwork. I suppose it might have application in clan type engagements, though.
Title: Re: Flag Fight: Take It Home Baby.
Post by: Axel on October 12, 2006, 07:06:42 am
disagree with you(zyx).....teh block would be the biggest feature, having to aim teh small colision to block bullets would make it kool and workable as an impenetrable sheild(youd have to have some real skills to survive a 2-1 battle), and, well, i think that the flag spy thing wouldnt add very much to the game, cuz everyone would get the flag taken away and everyone would be pissed at them and thus noone would use it except the tkers.

ps, yes, they doo, iv done it multiple times where if 2 grenades colide midair, they explode simultainiously and instantaniously. this is also true for rockets, and maybe 79s.
Title: Re: Flag Fight: Take It Home Baby.
Post by: Sotija on October 12, 2006, 08:33:48 am
Well this idea has been thinked and it have lots of good ideas.
Title: Re: Flag Fight: Take It Home Baby.
Post by: decoy. on October 12, 2006, 01:56:10 pm
Much too complicated. Soldat isn't played by the mature types of players that would work well with anything requiring a high level of teamwork. I suppose it might have application in clan type engagements, though.
Merely adding the block feature to the use of the flag, I wouldn't say that it would be as complicated as a thing as it might be made out to be. I know the passing and the fighting were one thing, but Axel brought to my realization that blocking would hold priority over the other uses of the flag.

Plus, the idea for passing the flag via the alternate method might be a waste of controls. That idea was put out there to give the flag a feel of a weapon in every sense. As far as attack goes, I am still somewhat puzzled on how that's going to work out smoothly with the controls if it was worked out. A javelin is too risky. Close combat with it is risky if they rely on the flag to protect them all of the time.

grenade-grenade collision doesn't trigger them!
This is a pretty good idea - however I don't like the stand guard thing where the flag can protect you.
I did think of another cool idea, namely having the flag act like a spy - you can throw it over a hill top and anything in its line of sight is also in yours however you do risk having it at the enemy's side. Say you throw it over a hill to spy there and an enemy that's out of its line of sight sees it and knows your using it to spy - he then can make a fast dash for it and run with it. The only lame thing would be having someone from your team take the flag to the enemy either out of stupidity (meaning he's risking TOO much and it wouldn't be worth it) or he just wants to be annoying like TKers. Although it has been discussed that we will have to rely on team member cooperation and faith in that they won't be stupid/annoying, it's still pretty risky.
The spying idea is not a good idea in my opinion. It's like using the flag for a less useful purpose than to score. For one, not alot of people are fond of spies to begin with. Another thing, even if you can see where they are comming from, not everyone relying on forsight can actually act upon it with efficiency. That can get turned over into a bad situation all together where someone, not you and no offense to anyone who does,  could make numerous failed attempted to watch to see who's comming where to take them out.

Shots don't always have to be fired on sight, especially while hiding. It's almost like the majority of a losing team continues to camp at their base with the aspiration that they'll protect the flag THIS time since the opposition scored the last time. Although trying again after a first failed attempt is admirable, adaptivity is crucial in some of these instances.

Date Posted: October 12, 2006, 02:49:35 PM
Well this idea has been thinked and it have lots of good ideas.
Thank you. I just wish that I could properly think of a way to use this for attack purposes as well as defensive purposes with ease in the controls. Note, there's already buttons designated for weapon throws, weapon fire and weapon reloading in regards to the usage of the weapon.

Date Posted: October 12, 2006, 02:52:43 PM
I look to host a thread showing another idea of mine. Yet unlike this idea, the other I plan on hosting will not be as fresh of a presentation because of what it involves. Yet if this could get into the works then that would be quite interesting. Flag Fight > Knife Saw Combat.

Basically saying that the knife can deflect the saw if the saw's running.

So the use of explosives will be vital to the flag fighting too.
Title: Re: Flag Fight: Take It Home Baby.
Post by: Axel on October 12, 2006, 02:37:50 pm
erm, ya lost me multiple times in the second of three parts.....
Title: Re: Flag Fight: Take It Home Baby.
Post by: Zegovia on October 13, 2006, 06:15:25 am
Lemme see if i understand....

You say that in order to return the flag, you have to carry it back over yourself, and when you do carry the flag, you wont be able to use a weapon......right?
Title: Re: Flag Fight: Take It Home Baby.
Post by: decoy. on October 13, 2006, 08:48:01 am
erm, ya lost me multiple times in the second of three parts.....
I was just saying that the use of spying with the flag isnt worth the risk of losing it.
I was also saying that spying is not always useful since not everyone acts on it. The shots thing was just running into some other issue. Ignore that if you will. x_x I think I was half sleep during the type I was typing that one, either that or I was suppose to be sleep some time ago and just not taking note of what I was saying.



 
Lemme see if i understand....

You say that in order to return the flag, you have to carry it back over yourself, and when you do carry the flag, you wont be able to use a weapon......right?
Yes and no.
If you are carrying your enemy's flag then it will warp back to it's space (< something that needs to be added). And you can use a weapon, you'll only have 1 weapon avalable, like someone could drop their secondary weapon to carry the flag while they'll have their primary weapon on hand and ready to use when they switch it. The flag acts in place of a weapon itself.
Title: Re: Flag Fight: Take It Home Baby.
Post by: Axel on October 17, 2006, 07:29:55 am
prtty much
Title: Re: Flag Fight: Take It Home Baby.
Post by: Pendrokar on October 17, 2006, 03:30:57 pm
Only in (special) realistic game modes! Otherwise it wouldn't be fun.
Title: Re: Flag Fight: Take It Home Baby.
Post by: Axel on October 18, 2006, 06:53:45 am
....erm....i thought it was suggested that this would be a selectable option in servers...oh! thats a diff topic... but this one could be! it could have a prefix infront fo like, (FF), ya know? so yeah, erm, yeah
later
Title: Re: Flag Fight: Take It Home Baby.
Post by: decoy. on January 25, 2007, 04:59:24 pm
Just added the FF link in my sig as well as the LL...which was something a little different. Not an entirely new feature I suggested but something for realism.