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
Campers revenge?
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.
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.
protected object myTank(){
foreach(noob in this.game){return frag(noob);}}
foreach(noob in this.game){return frag(noob);}}
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...
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...
I am a leaf on the wind.
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.
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.
JeffM