Author Topic: flag respawm delay  (Read 2236 times)

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Offline zyxstand

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flag respawm delay
« on: February 17, 2007, 09:48:17 am »
a littl eproblem occurs sometimes to me when playing soldat:  when capping the flag the enemy team is usually still in minor chaos (cuz they usually all try to get their efc).  And sometimes there's still a guy waiting for the flag to respawn so he can cap too.  This often occurs and creates an easy double cap for a team.
The idea is simple:  after capping let there be a few seconds (maybe 5-10?) before the flag is back in its base.  This is also useful for when (ie) red team has less ppl than blue team and blue team gets very easy caps before the teams are balanced again.
eh?  EH? EEEHHH? ? ? ?
« Last Edit: February 17, 2007, 11:24:54 pm by zyxstand »
Can't think of anything original to put here...

Offline Blazing Tiger

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Re: flag respawm delay
« Reply #1 on: February 17, 2007, 12:13:02 pm »
It's a good idea, it would give the other team time to get their bearings straight after capping...
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Offline Keron Cyst

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Re: flag respawm delay
« Reply #2 on: February 17, 2007, 12:32:56 pm »
Yeah, as a server-side feature I think this would be great, with perhaps 2 or 3 seconds for official wait-time

Offline Sytrus

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Re: flag respawm delay
« Reply #3 on: February 17, 2007, 10:49:05 pm »
yeah, I support this.

Offline 1010011010

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Re: flag respawm delay
« Reply #4 on: February 17, 2007, 10:50:08 pm »
Mass no. If the other team manages to hold their position in YOUR base, they deserve the flag.

Offline Sytrus

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Re: flag respawm delay
« Reply #5 on: February 17, 2007, 10:52:31 pm »
No they dont. He gave a great example with this thing that One team has more players than the other, then a CTF game is screwed.

Offline EnEsCe

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Re: flag respawm delay
« Reply #6 on: February 18, 2007, 08:33:52 am »
I like this idea... If there is more support in the next few days I might add it.

Offline Toumaz

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Re: flag respawm delay
« Reply #7 on: February 18, 2007, 08:36:26 am »
Server-side, optional feature - all for it.

Offline Sotija

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Re: flag respawm delay
« Reply #8 on: February 18, 2007, 09:21:42 am »
I support this good idea

Offline y0da

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Re: flag respawm delay
« Reply #9 on: February 18, 2007, 12:49:41 pm »
let's stay with the ctf traditions, as it was in the UT or older games.

Offline Clawbug

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Re: flag respawm delay
« Reply #10 on: February 18, 2007, 03:30:57 pm »
I do not support this.

When in clangames, let ssay you play alt route. Then your team is killed, EFC goes main route. Do you start pursuiting the EFC on main route, or do you give up and make sure no one will come from alt route, to make a double-cap?

Decisions needed to make in the thirll of the battle... They seperate good and bad pleyers from eachother.
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Offline ElGato

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Re: flag respawm delay
« Reply #11 on: February 18, 2007, 04:43:40 pm »
I do not support this.

When in clangames, let ssay you play alt route. Then your team is killed, EFC goes main route. Do you start pursuiting the EFC on main route, or do you give up and make sure no one will come from alt route, to make a double-cap?

Decisions needed to make in the thirll of the battle... They seperate good and bad pleyers from eachother.


True dat, this would suck for scims.
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Offline {depth}shaman

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Re: flag respawm delay
« Reply #12 on: February 18, 2007, 07:11:01 pm »
it would be bad for clan scrimages, and matches between really good players, but for casual play, i think it would rock. Solution: make it optional. It's a great idea. Go for it EnEsCe!
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Offline zyxstand

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Re: flag respawm delay
« Reply #13 on: February 18, 2007, 09:23:24 pm »
I do not support this.

When in clangames, let ssay you play alt route. Then your team is killed, EFC goes main route. Do you start pursuiting the EFC on main route, or do you give up and make sure no one will come from alt route, to make a double-cap?

Decisions needed to make in the thirll of the battle... They seperate good and bad pleyers from eachother.

while i understand what you're saying, i think that the enemy team has enough of an advantage already (by having the flag) - so to worry about a double-cap shouldn't even come into question.
Can't think of anything original to put here...

Offline KingOfPing

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Re: flag respawm delay
« Reply #14 on: February 18, 2007, 09:32:21 pm »
Not a bad idea. The hell with it, I support this.
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Offline Ouchek

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Re: flag respawm delay
« Reply #15 on: February 19, 2007, 04:33:37 am »
I do not support this.

When in clangames, let ssay you play alt route. Then your team is killed, EFC goes main route. Do you start pursuiting the EFC on main route, or do you give up and make sure no one will come from alt route, to make a double-cap?

Decisions needed to make in the thirll of the battle... They seperate good and bad pleyers from eachother.

while i understand what you're saying, i think that the enemy team has enough of an advantage already (by having the flag) - so to worry about a double-cap shouldn't even come into question.
And well you don't seem to know what you're talking about :X That's the first thing you should think of especially if you're leading.

Besides this is really stupid, if you the game to be even slower and people to respawnkill you for 10 seconds or more, then yea add it.

Offline The Red Guy

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Re: flag respawm delay
« Reply #16 on: February 19, 2007, 07:40:19 am »
Good idea. I support it. :)

Offline zyxstand

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Re: flag respawm delay
« Reply #17 on: February 19, 2007, 08:58:32 am »
I do not support this.

When in clangames, let ssay you play alt route. Then your team is killed, EFC goes main route. Do you start pursuiting the EFC on main route, or do you give up and make sure no one will come from alt route, to make a double-cap?

Decisions needed to make in the thirll of the battle... They seperate good and bad pleyers from eachother.

while i understand what you're saying, i think that the enemy team has enough of an advantage already (by having the flag) - so to worry about a double-cap shouldn't even come into question.
And well you don't seem to know what you're talking about :X That's the first thing you should think of especially if you're leading.

Besides this is really stupid, if you the game to be even slower and people to respawnkill you for 10 seconds or more, then yea add it.

oh yeah thnx btw,
(another point i'm making):  sometimes what happens is that team B gets team A's flag and spawnkills them also.  A cap takes about 7-10 seconds to cap on average.  That means that team B has to spawnkill about one or two waves of team A.  I dunno about you, but that seems pretty lame to me and should be something to be corrected...
Can't think of anything original to put here...

Offline Ziem

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Re: flag respawm delay
« Reply #18 on: February 19, 2007, 01:55:49 pm »
I do not support this.

When in clangames, let ssay you play alt route. Then your team is killed, EFC goes main route. Do you start pursuiting the EFC on main route, or do you give up and make sure no one will come from alt route, to make a double-cap?

Decisions needed to make in the thirll of the battle... They seperate good and bad pleyers from eachother.

Yeah, I agree but it will be server option ... good for pub's imho.