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  • Request for 1.3: Plan Time

    Hi Devs,

    could we please have another countdown timer in the 1.3 upgrade. This would be disabled by default, and generally only enabled by server admins for guild practices and guildmatches. This timer would begin as soon as players spawn but before they are allowed to complete buying their loadout and begin playing and would not allow players to complete buying/start playing until after it reaches 0.

    It would effectively provide a minimum loadout time, but would be intended as "Plan Time" for teams to begin planning their actions and coordinate loadout buying, while aware of what positions they are going to spawn in. I think this'll be great for guildplay, and should be pretty easy to implement.

    Hope you'll consider it
    {CTG} Softy Guildmaster
    Contact details updated
    I want more than 255 characters in this sig dammit!

  • #2
    and during that time teh thiefs/guards are spawned but they can only look around (not move ) so they can talk and observer their surroundings.
    http://profiles.myspace.com/users/7360475
    -=:ToB:=- / :]eDe[: Site: www.endarkend.net
    -=:ToB:=-Forums: www.endarkend.net/phpbb/
    -=:ToB:=-PayingSins (TUT MAP)- http://www.endarkend.net/downloads/m...oB_Payback.zip

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    • #3
      Seconded.
      Nearly all men can stand adversity -- if you want to test a man’s character, give him power.

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      • #4
        The only constant is change.
        (And I wouldn't have it any other way.)

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        • #5
          I think I might have posted this in the wrong forum now I've read MG's 'moved' thread, so I'm going to post it in the correct place and if mods feel obliged to lock this one then do so
          {CTG} Softy Guildmaster
          Contact details updated
          I want more than 255 characters in this sig dammit!

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          • #6
            Good idea. Maybe guards would be allowed to somehow direct AI's to different places? That way, you can't complain about thieves going for early KO's; you move them before the game starts.

            Suggestions?
            TCO – Retired
            Former TCO Head of Intelligence – Retired

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            • #7
              Not a bad idea,

              Ok breakout I run as fast as I can downstairs to try and get those 4 guards out of danger but I can only ever reliably get the first 2 on the 2nd floor, the 2 on the bottom floor might as well not exist because they are ALWAYS KO'd as soon as the match starts :cry:

              How would this guard placement system work tho Snafu? I like the idea very much but can't see how it would be implemented
              ~TuF~

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              • #8
                How about, not starting the game until everyone has rightclicked?

                Sounds more feasable in my opinion.

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                • #9
                  Originally posted by -=V12US=-
                  How about, not starting the game until everyone has rightclicked?
                  I think this is better. But it have to be a choice for the serveradmin to turn this option or or off, so a public game won't get prevented/interrupted by new players or lamers that don't rightclick at the beginning.

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                  • #10
                    Originally posted by -=V12US=-
                    How about, not starting the game until everyone has rightclicked?

                    Sounds more feasable in my opinion.
                    This is BAD. INCREDIBLY open to abuse by ragers or anyone who is AFK. Entire games will be held up, just because someone stepped away, or worse, because they're trying to fuck up your game.

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                    • #11
                      Originally posted by LaughingRat
                      Originally posted by -=V12US=-
                      How about, not starting the game until everyone has rightclicked?

                      Sounds more feasable in my opinion.
                      This is BAD. INCREDIBLY open to abuse by ragers or anyone who is AFK. Entire games will be held up, just because someone stepped away, or worse, because they're trying to fuck up your game.
                      Since we were discussing server side Guildmatch options, I assume you would assume what I had assumed the first time I assumed.

                      That's alot of ass.

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                      • #12
                        Come to think of it, there's a feature in Unreal Tournament which is exactly the same, called Tournament mode, it's a serverside checkbox and it does exactly the same thing.

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                        • #13
                          Originally posted by -=V12US=-
                          Since we were discussing server side Guildmatch options, I assume you would assume what I had assumed the first time I assumed.

                          That's alot of ass.
                          I guess if it were serverside configurable, it wouldn't be so bad, as it could be enabled only for guild practices/matches. It's definitely a bad idea for open servers, though.

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                          • #14
                            Originally posted by LaughingRat
                            Originally posted by -=V12US=-
                            How about, not starting the game until everyone has rightclicked?

                            Sounds more feasable in my opinion.
                            This is BAD. INCREDIBLY open to abuse by ragers or anyone who is AFK. Entire games will be held up, just because someone stepped away, or worse, because they're trying to fuck up your game.
                            Kickban the bastard then... :twisted:
                            TCO – Retired
                            Former TCO Head of Intelligence – Retired

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                            • #15
                              Oh, as for the planning time guard placement...

                              I was kind of just thinking aloud as I tend to, but I guess you could call up your map and order them to different places. Or maybe a menu with all the guards names, and you could tell them where to patrol, or guard.

                              Now I think about it, the whole idea seems kinda clumsy. There would need to be a way to keep the guards from moving AI into the thief spawn or something. If everyone wants to code a safe zone in the thief spawn, I guess that could work, but I honestly have no idea how to prevent spawn camping or moving AI to spawn rape.
                              TCO – Retired
                              Former TCO Head of Intelligence – Retired

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