Mappers, please explain the flags on the minimap. These flags often decides a round but mostly players know about their functions only from other players. Also explain which refineries gives 2x resources (not explained on all maps). Suggestions: - If flag gives a spawn point, then add a grey spawn point symbol. - For resources add a grey $ symbol. - For ammo/health box add a + symbol. - For bleeder flags maybe use this symbol: Or just write it down like on emp_break. Some examples for maps, where the minimap could have some more informations: emp_glycencity: Which flags are bleeder flags? Which flags do give resources? emp_arid/emp_coast: What does middle flag do? Spawn point? Resources? emp_provinggrounds: Flags=Spawn point? Resources? emp_delta: What is the function of the lower flags? emp_district402: Which flags are bleeder flags? emp_mvalley: Does dam refinery gives 2x resources? ... And if you want to explain some special flags then also use the informations on the faction selection screen. People normally don't read this, because the current messages are too long. Therefore only use very short messages like: Capture all flags in correct order to win. Middle flag is bleeder flag. (1 ticket/1 minute)
My current minimaps and team selection windows map information: http://dl.dropbox.com/u/234836/bush_minimap.jpg "Map information: The locations of the resource spots and starting bases are picked randomly. The minimap displays questionmarks where resource spots might be, ingame smoke shows where they really are. Every area with no starting base has 1 resource spot." (this explanation has always been there) http://dl.dropbox.com/u/234836/mapping/emp_arid.bmp "Map information: Middle flag spawns ammo and health boxes. The capturable spawns only work for the team on that side. If captured by the enemy they do not have a new spawn, but you will have lost yours." (minimap isn't fully updated yet)
I like this idea actually for some parts, I dont want to crowd the minimap though, but ref outputs and some others would be alright. something like this maybe? 1x 2x 3x 4x
No. Here we go again Keef, now I have to lecture everyone. THERE ARE NO DOUBLE, TRIPLE OR QUADRUPLE REFS. NO SUCH THING. UNLESS YOU ARE PLAYING AT UNDER 12 PLAYERS, THEY DO NOT EXIST. Take Mvalley for example. The north has 2 refs. That's 1 + 1 The dam has 1 "double" ref. That's 2. This is below 12 players. Then you go into the 12-23 boundary. North has 2 + 2 Dam has 3 24-35 North has 3 + 3 Dam has 4 I'm not entirely sure if it's based off a team count or a count for both sides. But I know for a fact it doesn't double refs, it adds one on. So anything above 12 players and your double ref balancing IS TOTALLY AND UTTERLY FUCKING USELESS. Thank you.
Keef just explained to me how it actually works on Mvalley. Dam is worth 4 by default Main bases 1 each A4/F4 2 each North 2 each So in theory, if you held north and A4/F4, and you're at 24 players+, you'd get 4 + 4 + 4 + 4 res. If you held the south, you'd get 3 + 3 + 6 (main + main + dam). That's how I understand it, and was informed by some developer ages ago during the pug. EDIT: I found out it accounts for the server's population (ingame (BE/NF, not spec) at the least as far as I know) as a whole. Therefore, with 48 players: Holding north,A4,F4 gives you 24 res per second. Holding Dam and both main bases gives you 18 res per second. Next value that can be hit is 60. At 60: Holding north,A4,F4 gives you 28 res per second. Holding Dam and both main bases gives you 21 res per second. 7 res per second difference is a fair bit when it's supposed to be identical. Not including how much more useful the north is to the dam. FYI 7 res per second difference means an extra 420 resources per minute. That's an extra rax. Per minute.
If that is how it works then yes, quite strange. Tactical importance of an area should not change during the battle cause some people join/leave I always thought it was something like 1-24: standard res income 25-48: 1.5 x standard 49 - 64: 2 x standard (not twice as much income with twice as much people as you'll only need twice as much more money for vehicles, but not more for buildings and research when there are more players)
'Hey dude, I heard how much you like broken games, so I put huge maps and vehicles onto an interior engine that's 6 years old. So you can have broken gameplay, while you play a broken game.
Haven't played it for a while. Only problem was, that bleeder flag was too easy to defend. Put bleeder flag into middle and the map will be much better. Too sad, that you lost the original files. Or can this fixed somehow different?