Support of starting options - Page 2

Support of starting options

Requests for features in the spring code.

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SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: Support of starting options

Post by SirMaverick »

Gota wrote:
SirMaverick wrote:
Gota wrote:I was not accusing anyone im just trying to come up with very simple intuitive starting options.
I would not call an option intuitive if it places 2 players on a map with many spots next to each other.
It is intuitive cause it is used everywhere.
You are drawing the wrong conclusion. If it is used everywhere than it might be common. Not necessarily intuitive.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Support of starting options

Post by Gota »

intuitive - spontaneously derived from or prompted by a natural tendency

It becomes intuitive after you see it used in many many games you play but thx for another derail if your trying to win an argument i forfeit,wish you could just give some positive feedback or your ideas instead of starting some semantics battle.

As far as I'M concerned this thread has lost all structure and can now be closed.
SirMaverick
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Joined: 19 May 2009, 21:10

Re: Support of starting options

Post by SirMaverick »

Gota wrote:or your ideas
They have been posted.
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Support of starting options

Post by JohannesH »

SirMaverick wrote:
Gota wrote:I was not accusing anyone im just trying to come up with very simple intuitive starting options.
I would not call an option intuitive if it places 2 players on a map with many spots next to each other.
wtf, its totally intuitive and makes sense if the start pos's are designed with that in mind

If startpositions are assigned like that in many many games, just maybe it has some merit too?

Yes, it does not work with all current maps, but its a serious limitation in Spring map making when you can always predict where players end up starting...
SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: Support of starting options

Post by SirMaverick »

JohannesH wrote:
SirMaverick wrote:
Gota wrote:I was not accusing anyone im just trying to come up with very simple intuitive starting options.
I would not call an option intuitive if it places 2 players on a map with many spots next to each other.
makes sense if the start pos's are designed with that in mind
Yes, if.
Yes, it does not work with all current maps, but its a serious limitation in Spring map making when you can always predict where players end up starting...
Even without this "limitation" you have the problem that most maps aren't made so that all start points are equal. I think it would work only on dedicated ffa maps and break on team maps.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Support of starting options

Post by Beherith »

Just a side note: All my FFA maps are created to use the first N start points in random order. It gives good control over balance with different player numbers.
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Support of starting options

Post by JohannesH »

SirMaverick wrote:
Yes, it does not work with all current maps, but its a serious limitation in Spring map making when you can always predict where players end up starting...
Even without this "limitation" you have the problem that most maps aren't made so that all start points are equal. I think it would work only on dedicated ffa maps and break on team maps.
And thats where you're wrong (and why don't you mention 1v1 at all which is most important)... Again, a ton or RTS's handle start positions like this. You think Starcraft is broken for anything but ffa, for example?

I can make a map that has startpositions like that and works well on *A games. Not to mention some future games or games in early development might much prefer it working that way.

So let map decide... Unless the con of having another possible tag is a bigger deal than the benefits :/
SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: Support of starting options

Post by SirMaverick »

JohannesH wrote:
SirMaverick wrote:Even without this "limitation" you have the problem that most maps aren't made so that all start points are equal. I think it would work only on dedicated ffa maps and break on team maps.
And thats where you're wrong (and why don't you mention 1v1 at all which is most important)... Again, a ton or RTS's handle start positions like this.
After reading your suggestion again (different set of points depending on player number), yes I like it. But for old maps, that don't support that the first N start points should be used.
I made my comment with Gota's suggestion in mind.
Old text: The suggested handling of random posititions is only different (from current implementation) if there are less players than map start points. This does not exclude 1v1s.
where it would work: Dedicated 1v1 maps that have just 2 start points won't change. If they have more then I assume the mapper made them so that all can be used. Also some (symmetric?) ffa maps.
where it might not work: If you have a 1v1 up to NvN map than you might not not get equal start positions. E.g. Corssing_4: Player 1 starts in corner, Player 2 next to him. ffa maps can have the same problem.
You think Starcraft is broken for anything but ffa, for example?
I can't talk about a game I never played.
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