Custom Handicap
Posted: 24 Jul 2009, 19:08
I could have a use for custom handicap. Currently, as far as I know, handicap only impact resource production, which is worthless in a resourceless mod like Kernel Panic. Also, they have a weird inverted logic, or something confusing like that.
Some exemple of case uses could be:
- A KP game where ONS game mode is ON, where the leet player manually turns theirs off. Like, while all the other newbs keep their shields, I wanna play without. For the overall game, ONS mode is still on (for exemple my nodes still provide linking to my team's network), just for myself the shields are not there. Ideally, that kind of handicap would be hidden when ONS mode is not set. There would be a tick box, ticked by default, when ONS mode is enabled, and I would have to actively untick it manually myself, and that tickbox would not even show up if ONS gamemode set to 0.
- A KP game where game mode are all normal, but I feel like giving myself some extra challenge to enable the SoS mode just for myself: All the other people play the regular game, while myself, in addition to the regular game, also has to play SoulCatcher or I'll lose all my mobiles. That way I have an extra challenge, to counterbalance for exemple that the other team is full n00b. I would have to be able to set that all alone, without requesting host assistance. And instead of the tickbox, this team I would need a pick-a-number box.
Instead of having one handicap which is just one number and isn't even accessible by Lua ingame, I'd rather have something as complete as mod option or map option. That is, allow several handicaps, and have each own be either a dropdown list or a numeric value within range, with a default value and custom name for each one. In fact maybe even the name handicap should be dropped, cause the system might be used for stuff that have nothing to do with handicap. Ideally, we could even dream of abstracting the rest of the team & player info, maybe a mod would prefer the color to be a drop down list (for exemple Operation Polaris uses a discrete set of teamcolor, that are each a different kind of camo texture), many mod have one single faction making the faction choice irrelevant, but some mod may want to have each team be a cross-breed of two races, etc... So add a color picker and a drop down menu with icons in the list of possible key type.
So yeah, more than Custom Handicap, my request would be custom team attributes. Make them passed through extra custom entries in the[TEAM3] { ... } parts of the startscript. Make them accessible by something like Spring.GetTeamOptions(teamID)["keyname"].
Some exemple of case uses could be:
- A KP game where ONS game mode is ON, where the leet player manually turns theirs off. Like, while all the other newbs keep their shields, I wanna play without. For the overall game, ONS mode is still on (for exemple my nodes still provide linking to my team's network), just for myself the shields are not there. Ideally, that kind of handicap would be hidden when ONS mode is not set. There would be a tick box, ticked by default, when ONS mode is enabled, and I would have to actively untick it manually myself, and that tickbox would not even show up if ONS gamemode set to 0.
- A KP game where game mode are all normal, but I feel like giving myself some extra challenge to enable the SoS mode just for myself: All the other people play the regular game, while myself, in addition to the regular game, also has to play SoulCatcher or I'll lose all my mobiles. That way I have an extra challenge, to counterbalance for exemple that the other team is full n00b. I would have to be able to set that all alone, without requesting host assistance. And instead of the tickbox, this team I would need a pick-a-number box.
Instead of having one handicap which is just one number and isn't even accessible by Lua ingame, I'd rather have something as complete as mod option or map option. That is, allow several handicaps, and have each own be either a dropdown list or a numeric value within range, with a default value and custom name for each one. In fact maybe even the name handicap should be dropped, cause the system might be used for stuff that have nothing to do with handicap. Ideally, we could even dream of abstracting the rest of the team & player info, maybe a mod would prefer the color to be a drop down list (for exemple Operation Polaris uses a discrete set of teamcolor, that are each a different kind of camo texture), many mod have one single faction making the faction choice irrelevant, but some mod may want to have each team be a cross-breed of two races, etc... So add a color picker and a drop down menu with icons in the list of possible key type.
So yeah, more than Custom Handicap, my request would be custom team attributes. Make them passed through extra custom entries in the[TEAM3] { ... } parts of the startscript. Make them accessible by something like Spring.GetTeamOptions(teamID)["keyname"].