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  • #46
    omi, when you talk about hook speed there are two speeds to consider: throw speed (how fast the hook projectile travels) and pull speed (how fast the player is pulled by the hook).

    The first 3wave hook speed (before ctf 3.0) was 1000 throw and 1000 pull, let's use the notation of throw_speedxpull_speed, so in this instance it would be 1000x1000. When ctf 3.0 came out (this introduced the first ctf maps, ctf1-ctf8 and custom models like star.mdl) the hook speed was changed to 800x1000. The CRCTF hook speed setting inverts the current 3wave hook speed and is set at 1000x800. So, even though you're throwing the hook at a slower speed of 800 with the 3wave hook speed, it's pulling you at a higher rate of 1000. In the end, it's probably a wash as to which is faster, but on servers with low ticrate, the higher pull speed will allow you to bunny hop a great deal more.

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    • #47
      Ok, I just thought of a radical idea. How about the flag carrier loses the grappling hook. I realize most people would hate this, but I think it would really promote teamwork and strategy. It would be very difficult for the flag carrier to go it alone, and would almost assuredly need escorts to make it. The flag carrier could get regen or something to counteract the fact he would be slow as fuck now :p. I kinda like the idea of penalizing the flag carrier in some way. If taking away the grapple hook is too severe, maybe just give the flag carrier a slower hook, like trinicom speed; that was something like 600x600.

      Note: no need to change spawn times in this case.

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      • #48
        Originally posted by PapaSmurf View Post
        Ok, I just thought of a radical idea. How about the flag carrier loses the grappling hook. I realize most people would hate this, but I think it would really promote teamwork and strategy. It would be very difficult for the flag carrier to go it alone, and would almost assuredly need escorts to make it. The flag carrier could get regen or something to counteract the fact he would be slow as fuck now :p. I kinda like the idea of penalizing the flag carrier in some way. If taking away the grapple hook is too severe, maybe just give the flag carrier a slower hook, like trinicom speed; that was something like 600x600.

        Note: no need to change spawn times in this case.
        I don't know why you want to reduce flag speed or make flag carrying any harder.

        To be honest, there are barely any flag caps as it is.
        Last edited by Rampage; 04-16-2008, 05:51 AM.

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        • #49
          In the games I've played in, there are usually a ton of flag caps.

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          • #50
            Roffle

            Holy crap. I never knew anything was wrong with CTF! I played and enjoyed it for many years. Whenever I play it now, I still enjoy it and have no problems with hooking, speeds, or weapon spawn times. Let's play some CTF thursday night. Damnit.

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            • #51
              I'd say nowadays there are WAY too many flag caps. It's not close to back in the day, they were much rarer. I like smurf's idea, think about it, because it would bring some actual strategy into the mod instead of 1 hook wonders capping 5 seconds. I don't think that's fun for anyone.

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              • #52
                Originally posted by omix2 View Post
                I'd say nowadays there are WAY too many flag caps. It's not close to back in the day, they were much rarer. I like smurf's idea, think about it, because it would bring some actual strategy into the mod instead of 1 hook wonders capping 5 seconds. I don't think that's fun for anyone.
                The reason you're seeing a lot of caps is because it's not a clan match, no one has a designated position.. everyone is roaming as if it's a pub server..

                I bet you if you gave the simple task of assigning teammates a post.. like say offense (roaming, mid control), flag carrying, and defense you would rarely see caps.. since no one plays D you're bound to get people capping the flag at a high rate..

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                • #53
                  Originally posted by SUNSHINE View Post
                  Holy crap. I never knew anything was wrong with CTF! I played and enjoyed it for many years. Whenever I play it now, I still enjoy it and have no problems with hooking, speeds, or weapon spawn times. Let's play some CTF thursday night. Damnit.
                  I'm in.. i'll play.

                  The weapon spawn times was in response to CTF maps not being able to handle a load above 4v4 at most; even 4v4 for some maps is a stretch, but most 3wave maps can handle at most that many.

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                  • #54
                    I'm guessing some ppl are just slow at hooking and the game should be changed for them.

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                    • #55
                      Originally posted by SUNSHINE View Post
                      I'm guessing some ppl are just slow at hooking and the game should be changed for them.
                      You're missing the point...

                      The ticrate is much lower than its ever been. This means hooking is easier. Then with the CRCTF hook speed, that makes it even worse. These 2 factors, among others, alter the game to the point that it (almost) isn't fun. This is what Tal and PapaSmurf were talking about all of the weapons easily being on farm, or the flag easily being capped. The hook is at the center of the isuse.

                      And if you think you're some sort of CTF star and therefore can look down on the rest of us brainstorming ideas, don't make me laugh.

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                      • #56
                        Okay just to recap:

                        here's a file I wrote about 4 years ago, when working on a mod...


                        Design Agenda: focusing the game design on unbounded gameplay rather
                        than restricting good players in some misguided attempt to help newbies.

                        The primary goal of ctf is to get the enemy flag and bring it back to
                        base. The primary opposition to this goal, is the combat. The balance
                        between the success of the two make for better gameplay. Anything that
                        allows the player to accomplish one of the 2 goals (CTF or FRAGS) with
                        less EFFORT creates unbalanced gameplay.

                        Starting from the bare minimum, there would be two teams, each player
                        has an axe and a shotgun at spawn, and nothing else. With this basic
                        gameplay, each team has to run from one base to the other, with no
                        armor, and limited firepower / limited ammo; a strict gameplay that
                        might be too difficult or redundant for the average player.

                        Providing more ammo, and more armor increases the chance to accomplish
                        the primary objective, while adding more weapons, varies the degree
                        of combat. Combat varies from player to player based on aim and
                        strategy. To lessen the gap between a seasoned player and a
                        beginner, POWERUPS were created. RUNES are also such a powerup. These
                        aides enhance the players ability to survive and combat with less effort
                        or challenge. Increasing this handicap decreases the effort required to
                        achieve the primary goal.

                        Instead of walking everywhere, ctf has a transport device provided by
                        the hook. This allows the teams to move around the map with increased
                        speed, and allows each player to collect weapons faster, with less
                        strategic effort, (just grab and go). The hook also provides an avenue
                        for players to become more evasive and less offensive, where as without
                        a hook one has to fight and manuever to obtain map position. Increased
                        hook speeds allow for easier map control, and lessens the effort
                        required to achieve the primary goal. Basic deathmatch rules still
                        apply in ctf. Map control is crucial to success. The team that limits
                        the opponent's access to weapons, ammo, powerups, etc.. gain control of
                        the map. A team that controls the map, controls the game.
                        Times have changed, but the game is the same. The CRCTF hook speed was set to slow hookers down due to the reduced ticrate. I believe most players would like to see optional changes for more combat, and less runaway caps. If the game is more fun with these options it will bring (back) more players.
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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