District tickets.

Discussion in 'Archive' started by Bodrick, Aug 24, 2007.

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  1. Dubee

    Dubee Grapehead

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    ok good point.. no one said that
     
  2. Stu

    Stu BehälterGott

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    I think it's fine the way it is.
     
  3. Bodrick

    Bodrick Ye Olde Supermod

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    For ticket bleed, I think it should only bleed if you have the centre flag. Then, you still have a chance to win, no matter what the tickets are.
     
  4. Dubee

    Dubee Grapehead

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    thats a good idea.. so even if one team makes it bleed down to 2 tickets they can grab mid and hold it till the end ftw
     
  5. Solokiller

    Solokiller Member

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    The only problem is that people will let the enemy take mid, then hold them there until their tickets bleed away.
     
  6. knighttemplar

    knighttemplar Member

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    yeah Solo, that will happen 100% of the time

    Just give each team an hour worth or tickets or something, and have them lose one a second + lose to spawning
     
  7. Bodrick

    Bodrick Ye Olde Supermod

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    What? That makes no sense at all. The team with the flag doesn't have it's tickets bled...
     
  8. Doggeti

    Doggeti Former Developer

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    The rule would be really simple: Team X has Y flags less -> Team X looses Y tickets per second. If one team has all flags it wins immediately.

    I suggest 2400 tickets per team. So we should get games of roughly about 20 minutes.
     
  9. Private Sandbag

    Private Sandbag Member

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    Actually, with the new flags, i've yet to see a team actually win by tickets.

    edit: i really like the idea that it takes longer to respawn if you are down on flags... though that's almost a benefit to your team as it encorages people to wait for a rev instead of spawning.

    ticket bleed really sucks.. absolutely nothing fun about a team camping the center flag and never needing to push out, which is what so often happens on glycen.
     
    Last edited: Aug 25, 2007
  10. the_6th_monkey

    the_6th_monkey Member

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    The only way to prevent the stalemates would be to add more routes so it would be difficult to fortify them all.
     
  11. rampantandroid

    rampantandroid Member

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    Cough, rooftops (from what I understand, Eth0 can vouch for the rooftop route!)



    About the mid flag ticket bleed: What Solokiller meant is...Team A will get stupid, loose mid, and Team B will just sit at mid, never advancing. The map won't be "Push to the last flag" - it will be "Push to mid and camp there"....
     
  12. Dubee

    Dubee Grapehead

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    adding access to the roofs will only bring up more bugs and glitches to fix which means more time spent on 2.0..

    district gets incredibly boring with the current setup.. and i dont mind long matches but district only includes a third(maybe less) of the actual game.. if some noob spends hours downloading this mod and joins the server to find some crappy flag capping game with CS tactics he will think wtf did i waste my time downloading this mod for.. not to mention he will get completely demolished by shells falling from no where and level 3 turrets mowing him down around every corner.. this is not a map you want to play for hours on end.. maybe they can release a special clan match version that has the current ticket gameplay on it for people who like it how it is..

    when i use to play district on a 1.7 public server i heard so many people complain about how "if i wanted to play this type of gameplay i would play CS"
     
  13. rampantandroid

    rampantandroid Member

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    Its been suggested before that turrets be removed totally. Maybe do the same to cameras, thus making the sewers usable.
     
  14. theotherjms

    theotherjms Developer

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    OK, new idea:

    Why not include a ticket bleed that starts only when the team is at their last flag?
    We want both teams to advance, so we need to reward people for capturing flags. If we included a ticket bleed after one team captures the middle flag advancing would not be further rewarded for them (as is currently happening on Glycencity). But if the ticket bleed starts only after one team is pushed back completely, we have a reward for driving the other team back or keeping the enemy from driving you back.
    Same when one team is at their last flag: currently they have no reward for coming out of their "cave", all they have to do is keep the enemy from capturing the last flag. But with a ticket bleed they would have a reward - stopping the bleed - for advancing again (and a punishment, losing the game, for not advancing).

    Additionally, that way we have a reward for playing better than the other team (which is the single goal of every game): if one team is better than (as in pwns) the other, it will be rewarded by not having to camp the enemy base forever while the enemy stays alive through revives and the game goes nowhere. On the other hand, two evenly strong teams will not be punished by the game simply ending to soon and more or less randomly.
    Your thoughts?

    P.S.: Yay, first post ever!
     
  15. Pope_Homeless_XIII

    Pope_Homeless_XIII Member

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    Well why not just change the way the map is played, Now what I have in mind is switch the current spawn point so BE start with the fort & NF start at the APC, now instead of flags, make them objectives, like the first flag near the current BE spawn make it a road block, the NF have to destroy the road block in order to "capture" that objective & gain that spawn point (so for every objective the NF complete they gain a spawn point), BE's objective is basically defense, now the second objective is build a communication radio at the "refugee house" (Or whatever it's called) the BE can blow up the radio & send them back to the road block if the do mange to construct it.

    Now the middle ground, the middle will remain as is, capture & move on, or recapture & hold the line, now what I'm thinking is that that bunker like structure near the middle flag will have a switch that can flood or drain the sewers (Toxic Water similar to the water on emp_money or emp_escort) but the only people that access it is the team that currently holds the middle flag, now the building that look like something exploded inside, put an object (Schematics?) in there that the NF have to capture & bring back the object to the "Refugee house", All BE has to do is kill the guy & it'll auto return (to make up for the possibility that NF probably hold middle at that point) when the NF do capture the object, they can move up the the building just outside the current NF spawn (which in this case is the BE spawn now).

    Now the object, when captured will open two doors, the two doors are located on both sides of the little hall (where the alley leads to the staircase near the ammo boxes/flag) now inside that hall are two generators which operate the door to the final fort, NF has to blow it up in order to rush in & capture the fort (classic style).

    Feel free to discuss this idea & give me your thoughts on it.
     
  16. Dubee

    Dubee Grapehead

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    i think the middle is alot harder to hold on district then on glycen..
     
  17. Pope_Homeless_XIII

    Pope_Homeless_XIII Member

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    Actually a few well place Level 3 MG & Level 3 ML & a couple of Grens, Riflemen, & Engys & you can hold middle on district for a pretty long time.
     
  18. Dubee

    Dubee Grapehead

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    the center is like a giant hit me sign.. who ever is there will die over and over agian untill they fall back

    all the spam can reach center.. so most people will get it and fall back.. leaving the other team the chance to get it..

    i've played a match that litterally had both teams getting center back and forth for a good 30 minutes
     
  19. arklansman

    arklansman Member

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    *COUGH*
     
  20. Private Sandbag

    Private Sandbag Member

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    I really like this idea... smart :)
     
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