Campers revenge?

All things BZFlag - no [OT] here please
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Tanksolot
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Campers revenge?

Post by Tanksolot » Sat Apr 02, 2005 3:01 am

Would the idea of making a few weapons, i.e. laser and sw not respond
after a team capture for a finite period of time. Maybe this would stop
the pattern of sw at opponents base, pass the flag, and capture the flag.
It seems that a few benefit from the efforts of the other team members
that are "duking" it out to capture the flag. They get no points and the
other gets lots. Frustrating, to spawn new game and "wam" its boom.
Maybe there could be an anti-base attack flag that you can acquire that
a team can place at base and will protect on losing team spawn. The defense people can fight for control of this flag and the offense people
can maybe get a one time only pass to camp. Double flags? Lots of possibilities. Another Idea is the "team change" flag. When teams get
un-even and the ctf option is not good etiquette, maybe a flag appears
that will randomly appear and even-up the teams. I am sure these
topics have been talked about before, but I am new. Please humor me.

Thx, Tanksolot

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RPG
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Post by RPG » Sat Apr 02, 2005 3:35 am

You should just take out the person under your base with the SW. He can't shoot long range, you have an advantage.

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L4m3r
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Post by L4m3r » Sat Apr 02, 2005 4:58 am

The delay is a good idea.

I don't know if this is already possible or not, but I'd love to see a large SW blast go off on the base of the team whose flag is captured. any nearby campers will be killed before the team re-spawns. :D
Optimism is just a milder alternative to denial.

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spldart
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Post by spldart » Sat Apr 02, 2005 6:28 am

I'd like to see something to combat this too. I saw an entire team taken out twice by SW on the base tonight :(
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Dervish
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Post by Dervish » Sat Apr 02, 2005 6:32 am

Actually, camping a team base is part of the fun.

What isn't, is the team flag vulnerability right after a capture and base camp like SW or SR.

It would be nice to have a delay in the team flag spawn after it has been captured. That gives the losing team a chance to recover.
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torture2m
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Post by torture2m » Wed Apr 06, 2005 4:16 pm

Frustrating indeed.

Maybe a location reset where losing team spawns and winning team re-appears randomly on their own turf (Flags in possession remain) having to struggle their way back to opponents base.

Once CTF, time for a faceoff. (In my opinion.)

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Post by Longhair » Wed Apr 06, 2005 5:57 pm

How about not having all of the team spawn at its base after their flag gets captured? Camping would be pointless, because everybody is spawning elsewhere.

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Soraya
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Post by Soraya » Wed Apr 06, 2005 9:08 pm

Hmmm. Lots of good suggestions. I like the delay time and the large sw that kills any would be campers. But i don't usually play on flag servers, so what do i know.

One server (hepcat) put up base defenses. On hepcat, there's blocks surrounding the base, but it is possible to shoot through them and kill the team spawning, so they put up little bars at bullet level through the blocks around the base. You can drive through them, but you can't shoot through them. If you happen to be inside the bar, there's a teleporter just big enough for a bullet to get through, that'll come back at the shooter, most likely him. I thought those were pretty cool, but that all has todo w/out flags so... :D
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Post by JeffM » Wed Apr 06, 2005 10:07 pm

normal FPS CTF behavor is to respawn all flags on a cap, as well all players.

this prevents caping your own flag, and problems like that.

they also make it when you hit your own flag, it is returend to your base automaticly, no driving it back. In fact there is no posible way to cary your own flag .

the respawn for everyone happens after a short time, 5-10 secs, and basicly provides a "reset" everyone would have to then find new superflags and stuff for the next round.

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