true of course. well sorry if my posts were a little harsh. But look, there already are all these interessting maps where boring porcing is no problem, yet nobody plays them. Or just use different startboxes etc. It is the hivemind of spring players that makes everybody play this way and no new game mode will change that. Because there already are enough options for more interessting games.
Well, if you need help with Lua just ask.
Galcon Fusion has this feature. If nobody attacks for N minutes, everybody self-destructs. The game has a *wicked* Mexican standoff problem in FFA because attacking puts you at a temporary disadvantage, so people see you weakened for attacking and pounce.
The self-D timer did nothing to fix the problem. Players would rather see "everybody loses" than "I lose and somebody else wins".
lava on a map can be made to force confrontation by limiting playing area as time goes by. I have modded (no release yet) throne so that in the end it is only the central small plateu that is safe from lava, all else dies.
I always thought if it was a FFA and the last person to the winner dies, they should get a free jugg awesome unit with health, reload and move speed calculated corresponding to victor to give him one shot to kill God.
After giving this a bit of thought, it occurred to me that this would really be a successful game mode if it was based upon total team damage dealt or individual damage dealt. If Spring keeps track of this anyways I don't see why it would be a problem to attach a small gadget to BA that would gather and interpret this data. Heck, if servers log ingame time, why don't they log damage dealt per player? All those stats are given at the end of the game. TBPH rank should be directly linked to damage dealt, and not time IMO. (although you could earn achievements based upon this system too, by gathering data for shared units, eco produced, units stolen, etc.) Back to the damage dealt thing: this would also encourage a wise use of units, and discourage mass spamming. It'd be a great incentive to keep that stumpy squad alive, and not lose those 6000-some damage points. (if you count units lost as negative damage to your total) It'd require a certain amount of tweaking, (i.e. correctly scoring things like commwalk or combomb, comm suicide should subtract more points than give IMO.) but I think it just might work.
I have ColorWar, which make the game ends after a fixed amount of time. Instead of making everybody lose, it grants the victory to the player who's controlling the most terrain.
I have KOTH, in which each player has a gauge, and the first to fill it win. You fill it by being the closest to center. Since gauge can't go down, and there's always one going up, it ceils the game game length to a set amount of time.
They're much preferable to a dumb timer that makes everybody lose.
Aero: It's easy to track damage in gadgets. But if I made a BA mutator with your idea, everybody would ignore it, so what's the point?
zwzsg wrote:I have ColorWar, which make the game ends after a fixed amount of time. Instead of making everybody lose, it grants the victory to the player who's controlling the most terrain.
I have KOTH, in which each player has a gauge, and the first to fill it win. You fill it by being the closest to center. Since gauge can't go down, and there's always one going up, it ceils the game game length to a set amount of time.
They're much preferable to a dumb timer that makes everybody lose.
You would also have gameplay issues with finding the last enemy units and the difference between braking an opponent and annihilating the last units they have. How fun is it to destroy the enemy base and spend the next 5-10 minutes trying to destroy the last units of the enemy. Currently someone drawing out the game to that extent is currently considered a duche or you don't care so much because you already know you've won. Players will be appealed to keep their last units alive because they can go from loss to a draw and whether you can find and kill all enemy units within the time limit becomes a big problem.
Disclaimer: The purpose of this post is to inform that this is indeed possible by stating that it has been done.
Aero wrote:After giving this a bit of thought, it occurred to me that this would really be a successful game mode if it was based upon total team damage dealt or individual damage dealt. If Spring keeps track of this anyways I don't see why it would be a problem to attach a small gadget to BA that would gather and interpret this data. Heck, if servers log ingame time, why don't they log damage dealt per player? All those stats are given at the end of the game. TBPH rank should be directly linked to damage dealt, and not time IMO. (although you could earn achievements based upon this system too, by gathering data for shared units, eco produced, units stolen, etc.) Back to the damage dealt thing: this would also encourage a wise use of units, and discourage mass spamming. It'd be a great incentive to keep that stumpy squad alive, and not lose those 6000-some damage points. (if you count units lost as negative damage to your total) It'd require a certain amount of tweaking, (i.e. correctly scoring things like commwalk or combomb, comm suicide should subtract more points than give IMO.) but I think it just might work.
This has been around for several years now. Springie servers rank you by Elo using your win/loss ratio and balance games accordingly. They also keep track of your achievements (awards earned in ZK, most of which are based on damage dealt).
Godde wrote:You would also have gameplay issues with finding the last enemy units and the difference between braking an opponent and annihilating the last units they have. How fun is it to destroy the enemy base and spend the next 5-10 minutes trying to destroy the last units of the enemy. Currently someone drawing out the game to that extent is currently considered a duche or you don't care so much because you already know you've won. Players will be appealed to keep their last units alive because they can go from loss to a draw and whether you can find and kill all enemy units within the time limit becomes a big problem.
Sure, but why are you quoting me? Neither my ColorWar or my KoTH make you hunt the last units, quite the contrary.
it is stupid to decide a winner on damage dealt/taken. ie 3000 damage spread over 50 tanks might not kill even one (=totally useless, they get repaired) but apply the 3000 damage on the commander and he explodes.
Apply only 2999 damage to the commander and he lives and gets repaired. (=attack was useless)
usually you try to "soak up" as much damage with your units as possible before you retreat and repair. Also situations where you "endlessly" repair a turret that gets shot with rockets. With damage
dealt rating, it would be better to just selfdestruct the turret so the enemy does not collect many points from it. Basically players are penalized in a way that is not intuitive, usually repairing is good.
Imo the whole game would make no sense this way. New game modes are cool but just stopping the game after an 1 hour and then use some "random" numbers to decide the winner is not very fun. Its like 90 minutes of soccer you decide the winner on which team played more passes.
Sure, but why are you quoting me? Neither my ColorWar or my KoTH make you hunt the last units, quite the contrary.
You should have quoted the first thread post.
ColorWar and KoTH are indeed contrasting the apocalypse mode in that regard. I mean "You" in a general regard you know. Its just something you say in general. Okey, maybe that you don't do it alot but you say it like that. Eh. The second you in a general term that is. People does it all the time like when you say you and doesn't men you but everybody. You know! Right?
I just think that your modes are examples of good ways of alternative endgame modes.