Time decreasing.


(Jahuu) #21

So seriously, no other comments no-one wants to say anything, aw come on!


(Dawnrazor) #22

OK, then I take the chance for my first posting on this forum :slight_smile:
I also like the idea (that’s what you wanted to hear, right? :smiley: ), it’s really great to shorten things on public servers (at least sometimes).

While I think it’s a good idea, I don’t know if I’d like it… because a team I was on earlier took like 15-20 minutes to blow the old city wall… then 5 minutes later we blew both guns… so… had that been the case, we wouldn’t have won.

If the timelimit was 5 mins more, probably one or the other round may have ended differently… So for me, this isn’t basically a problem.


(Jahuu) #23

Yeah positive feedback is always positive. :smiley:

Anyhow, what do you else think?


(Jahuu) #24

So then do anyone else have anything to say?
Maybe the game developers or bani or shrub or anyone?


(napalm 99) #25

I think your time restrictions are right on, however, instead of the round ending at that point…how about a forced shuffle or even a total switch of teams.


(Jahuu) #26

Nah, the forced shuffle, might not be such a good idea, the suffling is something left to the admin or the players themselves.


(Kendle) #27

Don’t know how I missed this thread. :bash:

I think this is an excellent idea, and I’m not so sure Clans wouldn’t go for it for competitive play either. Clans have usually got no problems with hacking the hell out of a game to make it fair and competitive.

At the moment ET is struggling to get accepted. The maps are too big, the games last too long, and the XP system is a steaming pile of dog turd for Clan games.

Bani is working on a mod to address the XP issue, but server-side mods are one thing, redesigning maps is another. This idea is a great way of using existing maps, but in a shorter, more compact form. It’s entirely in keeping with the “spirit” of ET (multiple tasks required to achieve the final objective), and yet could result in shorter, more intense games. Just what ET needs to get accepted as a serious Clan game.

Nice 1 :clap:


(Jahuu) #28

Thank you for support kendle. :moo:

Now lets talk numbers the actual figures for each map would be in my opinion:

Oasis: Max 25 min.
Base time 10 minutes
Destruction of the old city wall +10mins
Destruction of a gun +5mins

Battery: Max 25 min.
Base time 10 minutes
Construction of foot bridge +5mins
Construction of command post +5mins
Capturation of West bunker +5mins

Gold rush: Max 30 mins
Base Time 10 minutes.
Tank barrier 1 passed +5mins
Tank barrier 2 passed +5mins
Gold crate 1 secured +5 mins
Gold crate 2 secured +5 mins

Radar: Max 25 minutes
Base time 10 minutes
Destruction of side door +5min
Destruction of main door +5min
Radar part secured +5mins

Railgun: Max 25 mins
Base time 10 minutes
Ammo loaded to first tug +10 minutes
Ammo loaded to second tug +5mins

Fueldump: Max 30 mins
Base time 10 mins
Destruction of sewer gate +5 mins
Destruction of tunnel door +10mins
Destruction of the corner (the place where the tank finally stops) +5mins

Notice that the bonuses are one-time only so if you rebuild the command post in battery you wont get extra 5mins.

So any arguments/comments on the figures?


(Kendle) #29

Allies are likely to have to construct the ramp many times, and the flag is likely to change hands many times, so it would have to be the first time either of these is achieved that triggers the extra time. I presume that would be easy enough to do, but it’s not as simple as a trigger that adds 5 mins when an objective has been achieved. Unlike Old City Wall on Oasis, for instance, which can obviously only be destroyed once.

I think on Battery, Allies would have little problem getting a full 25 minutes.

Fine, except Clans might not bother destroying the side door, thereby denying themselves an extra 5 minutes. They might argue it should only be objectives that are necessary to achieving the mission that should trigger additional time. It does add an extra dimension to the game though, and presents Allies with a strategic choice, which to my mind is all in keeping with the spirit of the game.

The rest seem fine to me.


(Jahuu) #30

I think on Battery, Allies would have little problem getting a full 25 minutes.

Well I don’t know, If they go and construct the command post they have 15 minutes to build the foot bridge, and if they can’t do that they propably can’t blow up the gun controls either.

Fine, except Clans might not bother destroying the side door, thereby denying themselves an extra 5 minutes. They might argue it should only be objectives that are necessary to achieving the mission that should trigger additional time. It does add an extra dimension to the game though, and presents Allies with a strategic choice, which to my mind is all in keeping with the spirit of the game.

Yeah but the lost 5 minutes does not hurt because the allies own the map anyhow. And like you said: “It does add an extra dimension to the game though, and presents Allies with a strategic choice, which to my mind is all in keeping with the spirit of the game.”[/quote]


(Ozzie) #31

When I was reading this thread yesterday, I thought it was a great idea, then last night, a friend and I were on a pub doing a 8 map. With him being cvt ops and me engi, we blew throgh the first 4 maps, I guess when we got to fueldump, axis had had enough and spawn camped us, both inside and standing in the door ways. It took the two of us, others on the team got frustrated and left, about tem mins to break the camp and move the tank to blow the gates, two minutes later we blew the fuel and won the game. The point I getting at here is that by doing this you give a BIG incentive to camp the other team.


(Kendle) #32

Which they don’t already have because…?


(bani) #33

Which they don’t already have because…?[/quote]

LOL! :clap:


(Ozzie) #34

Which they don’t already have because…?[/quote]

Sorry,

Should have said an even bigger incentive.


(Jahuu) #35

Yeah, but like you yourself said:

others on the team got frustrated and left

So wouldn’t it be cooler for your and their sake that the you had lost and the next map had been loaded. And besides spawn camping requires the complete “ownage” of the map, and if this happens it happens very seldomly that the other team can play them selves out, normally the rapers get bored, time ends, or if it is a max lives map, they people being raped get out of lives.

And think of the rapers side:

At 1 mins of raping: “Woot I am getting many kills”
At 2 mins of raping: “Woot I am getting so many kills”
At 5 mins of raping: "Must kill! Must kill in order to stay awake! "
At 10 mins of raping: “ZZZZZ… Kill ZZZZZZZ”

I have been on many raping situations as a raper, and I have changed side but it does not help. It is too hard to get out of it. So with my system the team getting raped would be relieved sooner.


(Jahuu) #36

So any other arguments on the subject?


(Jahuu) #37

Yohoo, someone say something!


(Ifurita) #38

I think this could be a valid game mechanic but not necessarily applicable to all maps and certainly not to all objectives:

For example, on Battery, the only requirement to win is to build the assault ramp and blow the guns. The command post and west bunker can be totally irrelevent and I wouldn’t want to be penalized in terms of game time for not accomplishing objectives that are not necessary to win.

The last scrim we had on Battery, we won by pushing over top, directly to guns, and never stopped by West Bunker. We also never built the CP

There are other, more clear cut cases though, where there are hard and fast gating events: blowing sewer grate on Fuel Dump and stealing the tank on Goldrush. Without either of these two events happening, the game cannot move forward. This would be a great example of where if an objective has not been completed in time, then the game just ends with a defender’s victory would work well.

I guess in summary, I’d advocate sub-time limits only for those events which must happen for game to move forward:

Fuel Dump: Blow sewer grate
Battery: none
Railgun: none
Oasis: Undecided, but arguably none, since allies can just build pump, use coverts to get thru team doors, or jump wall
Gold Rush: Steal tank
Radar: Blow one of two doors


(Jahuu) #39

Railgun: Load the ammo to the first tug, is kinda needed :smiley:


(Zan) #40

With enough heavy weapon XP, you should be able to take the ammo yourself and move it to the railgun.

FOps: c’mon private move it ! One two one two! In WWI we carried those in our pockets!! Shnellll!!