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Old 01-23-2009, 12:30 PM   #1
MonoXideAtWork
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Split Team CTF.

Idea to fix pub ctf:

4 team lua.

Blue team, Offense from blue base.
Red Team, Offense from red base.
yellow team, defense in red base.
Green team, defense in blue base.

Retitle the team names to red attackers/defenders and blue attackers/defenders.

We could classlimit each team to reflect the classes that team should be playing.

Ex:

EXAMPLE Blue team CL: (blue's offense)

unlimited scout
no sniper
2solly
1demo
unlimited medic
1hw
unlimited pyro
unlimited spy
no engy
no civi

EXAMPLE Green Team CL: (blue defense)

no scout
2 sniper
unlimited solly
2 demo
no medic (perhaps 1 for people that want to play d med =\)
2 hw
2 pyro
no spy
2 engineer

If we develop a base_4team_ctf.lua and load it via lua suffix, this could fix the problem of having one team need to split their efforts. Discuss.
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Old 01-23-2009, 02:25 PM   #2
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This could help, but can't force someone to attack/defend.
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Old 01-23-2009, 04:35 PM   #3
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renamingthe four teams to :

team1 offense (blue)
team 1 defense (green)
team 2 offense (red)
team 2 defense (yellow)

would clear up confusion. Preventing red and blue players from damaging each other, and the same for green/yellow players. As well as disabling flag pickups for the green/yellow team would force the player to an effective role. Tool tips and csays like in dm_squeek could assist in this matter.

This won't stop griefing, but it would certainly provide a more organized blueprint for the public servers. Thoughts?
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Old 01-23-2009, 07:45 PM   #4
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definitely could help, but like gator said, you cant force someone to attack or defend. i can already see it happening just like in regular pubs: everyone joins the team they want to play on and start playing as theyre supposed to. then blue team starts capping like crazy on yellow, so all the red guys start playing D pyros and such, and then all the green guys get bored in their base so they start attacking. then its back to good old pub OvD...

unless you did something with the scoring so that the offense's points are independent from the defenses points, but getting a good scoring balance for ovdctf might be a bit tough...

might be worth a shot though
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Old 01-23-2009, 08:39 PM   #5
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I definitely agree that we can't force a player to do something, but we can discourage a player from doing something, and with enough csay messages that say things like:


You have joined the red team, capture the blue flag at all costs!
You have joined the green team, defend the blue flag at all costs!

We can give them a lane to traverse. The lua damage hacks would be akin to bumpers on bowling lanes, training wheels if you will.

I think I'm going to start the OB for this over the weekend.
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Old 01-24-2009, 06:36 AM   #6
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So would this mean red/blue are allies and green/yellow are allies then?
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Old 01-24-2009, 09:28 AM   #7
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Yes they are allied, but after different objectives.
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Old 01-25-2009, 07:40 PM   #8
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Hmm, for team points, how about defenders get ~10 points for a flag return, and, say 1/10 point per attacker killed, with a possible team/individual point loss for killing the other D?

Also, allowing one O sniper could be useful, they are great at getting those sg's that are very well defended, or hard to hit with grenades.
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Old 01-25-2009, 09:12 PM   #9
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Wouldn't it just be less confusing to make an OVD map with two replicas of the map, but with the entities reversed, and after 15 minutes the sides switch?
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Old 01-25-2009, 09:20 PM   #10
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Yes, but this may work better. We don't have to close off the map, and perhaps we can do it all in lua so we can fix the pub ctf problem without scrapping the maps we currently have.
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