Time decreasing.


(Kendle) #61

It is a good idea Jahuu, it’s just not necessarily the best one since sliced bread, thats all.

As it happens, I think reduced timelimits on maps, and increased defending team respawn times, can help balance maps. I’ve been playing on a server running Bani’s ETPro mod, with fixed XP, adjusted timelimits and non-default spawn times, and you now rarely see teams getting spawn-raped. It’s made the game much more balanced and competitive.

So, good idea Jahuu, but I’m not sure it’s really necessary anymore.


(Jahuu) #62

Newsflash:

This idea got into Shrub mod!!!

So screw you all non-believers!!!

My idea got into Shrub mod!!!

Hallelujah!

There is a god!!!

:smiley: :smiley: :smiley: :banana: :banana: :smiley: :smiley: :chef: :banana:


(Jahuu) #63

IT GOT IN!!!

You hear me!

Have belief!

Thou who seek shall find! Thou who knock shall enter!

TOLD YOU SO!!!

-BEEP- you all in the name of TARZAN!!!

:smiley: :chef: :banana: :moo: :chef: :smiley: :beer: :drink: :banana: :clap: :clap: :banana: :beer: :smiley: :drink:


(Doc_A) #64

We found the solution to this type of map with help from Sock and Ragnar
40k. No mod was necessary… :banana:

Check out “eOs 10 Maps!! NEW MAPS!!” Server as its up and running
there. The admin said he might change the server name soon but it will
have eOs in the name.

Ragnar 40k was kind enough to create the scripts for all 6 stock maps:

http://mitglied.lycos.de/clanxrated/TimeBonus.pk3

Thanks Ragnar!

-Doc


(Ragnar_40k) #65

I posted it to RtCW-files: Time Bonus mod.
For comments/suggestions/bug reports e-mail to ragnar_40k@hotmail.com.


(Ragnar_40k) #66

Here is a conversation I had lately about the modifications I made:

Question:
The mod weights against the defending team. If there was a way that they could reduce the time, like on oasis destroying the pumps, or in railgun, destroying the gun controls, that’d be more like it.

Answer:
I don’t think so.
You start with 50% of the original map time (10/15 min. instead of 20/30 min.). So when the defenders can hold at least one objective, for which a timebonus is awarded, the map time will be usually shorter the with vanilla ET. And even when the attackers collect all timeboni, the map time will only last 2 or 3 minutes longer then the unchanged timelimit (22/33 min. instead of 20/30 min.). So you have a gain of 2 or 3 min. for the attacker on the one side and the chance to hold the enemy at a specific objective (until the time runs out) for the defender on the other side. I think that balances it out.

The problem with time reducing is, that you must add time before (e.g. for building the pumps) before you can reduce it. If you don’t do this (e.g. Allies build the pump - Axis destroy the pump - decrease timelimit), the attacker will be punished (for building the pump). But that would lead to a constant coming and going: time increased - time decreased. Players will get problems to keep track of it, so more than 4 or 5 changes of the timelimit (in one direction: increase) during a round are no good for gameplay (imho).

Question:
Okay, I understand about the time being halfed. I went back in a played a little bit. In railgun, when you get the first tug loaded, you get 12 minutes. Isn’t that a bit much?

Answer:
Mmmh. On railgun the attacker (Axis) have only a small number of objectives:

  1. Capturing the flag - nice to have but not that important (unless the Allies start to spawn camp you). Additionally it can be far to easy achieved without getting shot (right after spawn).
  2. Building the Depot Yard MG - same like #1
  3. Defending the Gun Controls - the controls are not needed until the ammo is loaded on the gun, and then you get a timebonus for loading the ammo on the gun (-> #6). And pressing the button to fire the gun after the controls are repaired takes only seconds - so no timebonus needed.
  4. Riding the tug to the Depot Yard.
  5. Riding the tug back.
  6. Loading the ammo on the gun.
  7. Command post. Maybe I could award a timebonus here, but the command post is to easy to destroy for the Allies and Axis have no real benefit from constructing it (despite of the lower recharge times). The command post on Battery is another thing: Allies can spawn there and its on the other side of the map.

That leaves me 3 objectives where I could apply a bonus. And I had to hand out 18 min. as bonus:

  • 4 min. for riding the tug with the ammo back: that should be enough (otherwise the defender would have an disadvantage)
  • 2 min. for loading the ammo finally on the gun: that should be enough too (otherwise the defender would have an disadvantage)
    So that leaves me with 12 min. left, which I awarded for riding the tug to the Depot Yard. And honestly: Axis have 15 min. for riding the tug to the depot yard and 12 min. to ride it back. What is more difficult? :wink:

I hope that helps to clear some things.

Any further comments welcome!


(Ragnar_40k) #67

Version 0.91 of TimeBonus.pk3 was created for/from ET version 1.01. If you use it with the new patch 1.02 you may expect some problems, since with this patch all map scripts are updated. I will update the pk3 some time next week.


((HAM)Hamster) #68

We are currently running the timebonus mod(pk.3) on…

Hamsters House Of Fun 69.57.142.23:27961

It is an outstanding mod and greatly enhances game play…

Come Check it out…


(magnum_) #69

maybe this will make campaign more competition friendly :slight_smile:


(Ragnar_40k) #70

I updated TimeBonus.pk3 to match the new Enemy Territory™ patch 1.02. You can download it here. I also posted it to RtCW-files. When you running an unpatched server (version 1.01 or lower) stick to the old version of Timebonus.pk3. I also changed XP for some objectives. E.g you wont get any XP for constructing/destroying the Oasis Water Pump (this is the first one) anymore after the Old City Wall is breached. See the readme for a full list of the changes.


(Spookstah) #71

We also run the Time MOD on our second server and maybe soon also on our 1st, it indeed improves gameplay.

@ragnar, about not getting XP for destroying the waterpump, this is the 1st waterpump @ allies 1st spawn or both?


(Ragnar_40k) #72

Check the readme. I lowered XP for objectives that are located in the “hinterland”, e.g. for the Oasis Water Pump (the first one for Allies) after the Old City Wall is breached. The XP for the Old City Waterpump is unchanged. But I am always open for any further suggestions.


(damocles) #73

Personally I don’t like time based games like these. I’ve played rounds where it’s started out where we’re being completely owned, but over time the opposing side becomes cocky, makes mistakes and we turn it around in an instant to win the map. This doesn’t happen when the map only plays for 1/3 of the time if you don’t make progress.

The idea is good, but I think it should be more subtle or less linked to objectives.


(Ragnar_40k) #74

The map always starts with 50% of the original time (10/15 min. instead of 20/30 min.). And how else do you want to measure progress than with completing objectives?


(damocles) #75

In mod form, the time could be based on a number of factors such as players per side ratio, building command posts, objectives, attacking factors like kills per team etc.

I think it’s back to front at the moment. It shouldn’t be the allies trying to gain extra time but the Axis trying to reduce it. If the Axis (or the defending team) feel they are so superior then they should have an opportunity to reduce the time scale.


(Ragnar_40k) #76

For most of these factors you need to modify the source code, it can’t be done w/ changing the map scripts only.

The problem with time reducing is, that you must add time before (e.g. for building the Oasis Water Pump) before you can reduce it. If you don’t do this (e.g. Allies build the pump - Axis destroy the pump - decrease timelimit), the attacker will be punished (for building the pump). But that would lead to a constant coming and going: time increased - time decreased. Players will get problems to keep track of it, so more than 4 or 5 changes of the timelimit (in one direction: increase) during a round are no good for gameplay (imho).

And when you want to reduce time if the defenders accomplish an objective, e.g. for constructing a Tank Barrier, so I must say that they already got their bonus, because the map started with 50% of the time. And they can defend this bonus by not letting the attacker completing objectives, e.g. moving the tank pass the barrier.


(damocles) #77

My point was the map would start with normal 100% time and some factor could be activated by the defenders to reduce time. It could be something like: If the attackers don’t get more than X feet from there spawn areas within 3 spawns, then they lose a minute, and this would continue until game over or they get there ass in gear.

It could be applied to a set percentage of the team, soif 2/3 of the team are stuck around the spawn area then they are being spawn raped and the defending team should get appropriate bonuses.

For most of these factors you need to modify the source code, it can’t be done w/ changing the map scripts only

Yeah, I did actually start my post with “in mod form,”


(Ragnar_40k) #78

Mmmh, you could create a trigger that calls itself every 30 seconds or so. And then it checks for some objectives, e.g. tank tank moving (how far did it move?) etc. and takes according actions. But this will still be objective based.
Additionally you could check cvars with “abort_if_not_equal”, “trigger_if_equal” etc., but this would be very complicated.


(damocles) #79

Yeah, I doubt it could be done by scripting, but as someone mentioned above, Shrub has taken the idea, and so could run with it and implement some more imaginitive ideas.


(Kendle) #80

A couple of suggestions I could make:-

Battery

  • Allies destroy Generator: +3 min
  • Allies build Command Post: +1 min

If I were an Allied Engy (or Cov-Op) I wouldn’t destroy the Generator cos it’s the quickest way of letting Axis know you’re in and they need to be thinking about guarding the Gun Controls (if they aren’t already). Giving them a 3min bonus is kinda dictating their tactics a bit too much IMO.

Also, if I were Axis I wouldn’t stop Allies building the Command Post as it requires going out the Back Door, so giving Allies a bonus for doing something that isn’t likely (if Axis have any sense) to be contested seems a tad unfair.

On GoldRush, I’d give Axis Engys 0 XP for constructing either of the Truck Barriers until after the Tank has passed Tank Barrier #1, as it’s not necessary for them to do so before that stage of the game. Similarly I’d give Allied Engys 0 XP for blowing them up. If they still wish to do so for strategic reasons, then fair enough, but too many Engys waste time building un-necessary constructibles simply for the XP, to the detriment of the team.