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back[gt] Capture The Flag: Tactics

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[gt] Capture The Flag: Tactics
crizis

Mad Hatter
(4084 posts)

Oh and one more thing: "I think respawn should be done with the wave system".

It used waves originally, actually. I didn't really like it, too random :p Death should be a small punishment. Besides, medic class will get ability to go spawn dead players earlier.

crizis

Mad Hatter
(4084 posts)

learn_more wrote:

can use the ctf pie thingy for the turret when standing near it as it's engineer / team to show time left?

That, or then ammo count per turret. So it dies when it runs out of ammo :p OR then engineer would be able to repair them. Not sure yet of the solution, but engineer needs more work :p

thelawenforcer

dramallama
(4266 posts)

Klice wrote:


- No one can give ammo, and if you don't die then you will have no ammo anymore.

which is why i try and get crizis to do a constant slow ammo regen. He says it will cause spam in the game code though, as there has to be lots of checks repeated often.

Klice wrote:


- It needs wave respawning system and a timer to see when it comes. Then, when you have no armor or/and ammo you can kill yourself to respawn. I honestly don't understand why it is not already like this. You take inspiration from differents games and you don't even take the good things that had already been tested.

With the ammo regen, you wouldnt need to respawn to get ur ammo.

The reason i suggested a fixed respawn period was to really force cooperation between teammates. If you low hp/ap, ask your medic for some health, or a grunt for some armor. With a wave respawn system, it would sometimes be faster and easier to selfkill, which just destroys the whole point of the game... It also makes a bigger reward for getting a frag. With waves, you might find yourself fragging a defending grunt, only to find that he respawns a couple of seconds later.

Huksi`

CTF Maniac
(3270 posts)

"Weak ammo refills every 45 seconds, strong ammo every 90 seconds. There's no indicator when, though. But it does. I'm thinking of replacing this with constant ammo regen."

That sound good to me.

Great work so far!

learn_more

Member
(3319 posts)

but ammo count is not visible, ctf pie is ;)

ricochet

Member
(544 posts)

Suggestions for mods.

Put that for GB:


http://www.gifandgif.eu/animated_gif/Weapons/Animated%20Gif%20Weapons%20%2810%29.gif


And ,the last but not the least !

Teh TREBUCHEAT ! (take that in place of the turret in my mind)


http://upload.wikimedia.org/wikipedia/commons/3/39/Trebuchet_swinging_move.gif


And some fans of war of 100 years come too wsw !

thelawenforcer

dramallama
(4266 posts)

thank you for your valuable and on topic contribution...

jal

master of the universe
(10599 posts)

You can always put a health bar in top of the turret.

WoOdY49

Member
(794 posts)

I actually like the ammo regen in waves. If you don't spam around like fuck you shouldn't run out of ammo within 45 seconds I think.

Brafilus

Member
(40 posts)

Suggestions:
- Add a timer for the medic hp/grunt ap regen. If they hit then no regen for 2-3 sec.
- Add an ability for the engineer:
- cost all ap what the player has (under 25 ap the player cant activate this)
- it makes the player invincible
- player can't shoot
- stands for 3 seconds
- if the player touch a turret then the turret will destroyed
- Do not change the turret building rules. (teamwork..)
- Health bar for the turrets.
- The engineer can repair a turret. 1 turret HP costs 5 AP for the engineer.
- Make a limit for the simultaneously dropped things. (medics health, grunts ya,ga)
- The runner can steal the flag without timer, but all other classes have 3 sec timer.
(- Medic regents health only a bit slower than a turret can damage him)

qbert84

Member
(186 posts)

-destroy turrents if the engineer changes the class, immediately when hes spawning with the new class.
-turrents need a minimum of free space to be built (this will help against turrent towers built in the air on verry small brushes).

btw the fastest classes are the strongest classes with regen and shield, so the project failed really hard because grunt and engi are slower, weaker and have no guns for long range fights wich they need.
making a 3 runner cap is no cool tactics its a must.

zzzzz

Member
(4 posts)

My opinion based on some pickups:

It should be 4vs4
Max of 2 turrets per team - this looks like the biggest problem at the moment
One of the classes could maybe spawn ammo?
It works better on open maps, to much turrets on a small room makes flag steal almost impossible
The spawntime could be reduced a bit to 10 or 12 seconds
I think the game flow is quite nice, good job!

qbert84

Member
(186 posts)

plz disable gt editing for 0.6. every noob makes own shit modes and thinks to be a professional game designer. this mode sucks coooooooooooooooooock.

btw kill intead of waiting 45 seconds with no ammo, so you see so didnt think before making this and he thought less when he allready released this pile of shit.

thelawenforcer

dramallama
(4266 posts)

crizis

Mad Hatter
(4084 posts)

qbert needs a little qooldown.

jal

master of the universe
(10599 posts)

qbert has been chained to play this, it seems.

thelawenforcer

dramallama
(4266 posts)

3 devs took the bait within 5mins xD

SolidFake

Member
(4388 posts)

qbert typical random hate spam
anyway, after some games I can say that this gamemode is really nice, you really have to make a good teamplay or you will kicked in your ass really fast.
The classes seem to be pretty nice, I only think that the grunt is a bit too weak, as he gets bashed by a medic quite easy (or should I say, I got bashed by any medic quite easy ;) )
and he is nearly only useful in base.
Also another thing I recogniced that if the enemie gets your flag and escaped your base, it is nearly senseless to run after him, better prepare for the next attack than running after him. It becomes some kind of a duel between both bases where the rest of the map gets in the background. Maybe if anyone picks up the enemies flag he gets slower so that friendly runners can still save the flag.

jal

master of the universe
(10599 posts)

SolidFake wrote:

It becomes some kind of a duel between both bases where the rest of the map gets in the background.

This isn't necesarily a bad thing. Nor a good thing either. Just different, and have to make up you mind to the situation (as in, remembering it's not ctf). If it can be made more chaseable, fine, but I wouldn't worry much about that.


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