FFA mode fix: no wrecks for units of dropped players

FFA mode fix: no wrecks for units of dropped players

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

FFA mode fix: no wrecks for units of dropped players

Post by Beherith »

Hi,
Many of us FFA players feel that the units of dropped players shouldnt leave wrecks. Since many time it really screws up the game if one player has a neighbouring free wreck.

I saw that mo_noowner uses the destroyunit command. Could the flag be set to act as if the units were reclaimed? Or does this conflict with comms not being reclaimable?

Also, if possible, could the removal be silent? Because ground decals and deformation currently show where the player was removed from, discouraging proper scouting.

Thanks a million!

Code: Select all

Spring.DestroyUnit

 ( number unitID,
   [boolean selfd = false,]
   [boolean reclaimed = false,]
   [number attackerID] ) -> nil

selfd makes the unit act like it self-destructed
reclaimed makes the unit act like it was reclaimed
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: FFA mode fix: no wrecks for units of dropped players

Post by Regret »

This would only make sense for players dropped very early into the game, else it would give room to rageleaving and letting your enemy have no wrecks even though he is in your base.
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: FFA mode fix: no wrecks for units of dropped players

Post by TheFatController »

Yeah I was torn about this, I suppose really it should act like a CTRL-A, CTRL-D with a countdown and comwreck left (except from right at the start where the com is removed).
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: FFA mode fix: no wrecks for units of dropped players

Post by Beherith »

Regret wrote:This would only make sense for players dropped very early into the game, else it would give room to rageleaving and letting your enemy have no wrecks even though he is in your base.
So true, didnt even think about that. Maybe differentiate between left and dropped? I think the engine supports the distinction. And since drop takes at least 20 seconds (dont know the exact engine value for timeout).

So would the following behaiviour be ok:

First 2 minutes: (since commbombing and commwalking in first two is considered griefing)
Drop or leave: both no commwrecks, no other wrecks

After 2 minutes:
Drop or leave: Commwreck stays, no other wrecks
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: FFA mode fix: no wrecks for units of dropped players

Post by Regret »

Beherith wrote:First 2 minutes: (since commbombing and commwalking in first two is considered griefing)
Drop or leave: both no commwrecks, no other wrecks
This is good. Perhaps first 3-4 min.
Beherith wrote:After 2 minutes:
Drop or leave: Commwreck stays, no other wrecks
This is retarded, wrecks can't just suddenly leave the playground because a player decided so. The previous quote will fix the issue with early droppers/leavers just fine.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: FFA mode fix: no wrecks for units of dropped players

Post by Beherith »

Regret wrote:
Beherith wrote:First 2 minutes: (since commbombing and commwalking in first two is considered griefing)
Drop or leave: both no commwrecks, no other wrecks
This is good. Perhaps first 3-4 min.
3-4 is too much, my quick test showed me that I can pop out 5 flash and send it to a close enemys base in 2:30, and players have been killed with just this.
Beherith wrote:After 2 minutes:
Drop or leave: Commwreck stays, no other wrecks
This is retarded, wrecks can't just suddenly leave the playground because a player decided so. The previous quote will fix the issue with early droppers/leavers just fine.
Yeah, maybe we should keep the old behavior after 2:30
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