I'm starting to feel like a broken record. Let me explain.
I've always played quakeworld. I started playing for the first time in 2004. Since 2004 Quakeworld has made great progress in terms of clients, DM mods, and CA mods. NQ has also made progress. I can't help but compare the two. I don't believe one engine is better than the other, but QW has enjoyed a thriving DM scene in Europe, and up until recently a very vibrant CA scene in North America. This gives us a good glimpse of what trial and error has brought a more active scene.
It would be wise for us to look at what has been done in QWCA and learn from that experience.
There are elements of CACE (QW's flavor of CAx) that I would like to see in CAx, for reasons that I'll explain.
1. In addition to damage based scoring system, add kills as well (1 kill = 1 frag in addition to 300 points of damage = 1 frag).
2. Print stats automatically for each round. This is great, every round you can see your lg eff, rocket direct hits, etc etc. Currently in CAx you can type "eff" and get the stats for the entire match, but auto printing individual stats for each round is encouraging. (Edit: Remove RL eff from these stats. Impossible for this to be an accurate stat because of rocket jumps, prediction shots, et al. Instead use number of Rocket Hits and Rocket Directs.)
3. Eliminate "extra" spawn points. I really dislike these. There is enough of a random element to CA as it is, adding additional spawn points detracts from the level of expertise that you are able to acheive.
4. In CACE, if there is no damage done within a variable time period (usually 120 seconds), there will be a 20 second countdown and the remaining players will spawn at pent. This is a great way to keep things moving.
5. Spam protection is great for practice mode, but I don't think it transfers well to a match in CA. CACE limits your grenades (I like 5, some servers stick with 10) while keeping your standard ammo for rockets. After you use em, they're gone.
That's what I can think of so far, anyone else have additional thoughts?
I've always played quakeworld. I started playing for the first time in 2004. Since 2004 Quakeworld has made great progress in terms of clients, DM mods, and CA mods. NQ has also made progress. I can't help but compare the two. I don't believe one engine is better than the other, but QW has enjoyed a thriving DM scene in Europe, and up until recently a very vibrant CA scene in North America. This gives us a good glimpse of what trial and error has brought a more active scene.
It would be wise for us to look at what has been done in QWCA and learn from that experience.
There are elements of CACE (QW's flavor of CAx) that I would like to see in CAx, for reasons that I'll explain.
1. In addition to damage based scoring system, add kills as well (1 kill = 1 frag in addition to 300 points of damage = 1 frag).
2. Print stats automatically for each round. This is great, every round you can see your lg eff, rocket direct hits, etc etc. Currently in CAx you can type "eff" and get the stats for the entire match, but auto printing individual stats for each round is encouraging. (Edit: Remove RL eff from these stats. Impossible for this to be an accurate stat because of rocket jumps, prediction shots, et al. Instead use number of Rocket Hits and Rocket Directs.)
3. Eliminate "extra" spawn points. I really dislike these. There is enough of a random element to CA as it is, adding additional spawn points detracts from the level of expertise that you are able to acheive.
4. In CACE, if there is no damage done within a variable time period (usually 120 seconds), there will be a 20 second countdown and the remaining players will spawn at pent. This is a great way to keep things moving.
5. Spam protection is great for practice mode, but I don't think it transfers well to a match in CA. CACE limits your grenades (I like 5, some servers stick with 10) while keeping your standard ammo for rockets. After you use em, they're gone.
That's what I can think of so far, anyone else have additional thoughts?
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