Territorial control...

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adameros
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Territorial control...

Post by adameros » Fri Aug 07, 2009 4:07 pm

I would like bases that change to the color of the last team to drive over them. You could then have maps where each team would start with a base, and there would be several neutral bases. When one team turns all the bases to their color (or at least turns all the enemy bases to their color), they win.

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Re: Territorial control...

Post by jeff » Fri Aug 07, 2009 4:21 pm

That Would Be Great For Mobile Forts.
A Team Would Start Out With A Fort And Could Capture More Forts,Sorta Like A Territorial War
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Spazzy McGee
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Re: Territorial control...

Post by Spazzy McGee » Fri Aug 07, 2009 5:38 pm

I really like this idea, would be good as a new 'official' game mode. I guess a team would win a point when all bases were that team's colour, everyone would die, and bases would be set back to 'colourless'.

I see it working well for BZFlag.
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adameros
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Re: Territorial control...

Post by adameros » Fri Aug 07, 2009 6:04 pm

Maybe not in the initial version, but if someone wanted to up the difficulty, you could have a world variable that would specify how many seconds someone had to hold the base to change it's color.

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Re: Territorial control...

Post by Bambino » Fri Aug 07, 2009 6:13 pm

Very cool. Reminds me when I played some PS2 game and you had to "tag" (spraypaint) areas of the map to gain control of it.
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Re: Territorial control...

Post by trepan » Sat Aug 08, 2009 12:28 pm

This should be relatively easy to implement using a server side-plugin.
You would use meshes (or meshed objects), as the bases, with physics
drivers for contact detection (as was done in the original AHOD map).
To mark a base's ownership, you could use a dynamic color attached to
a BZDB variable (added in SVN r12986, 2.0.12 iirc), and possibly have the
plugin place an unreachable team flag above the base (which would also
be visible in the radar).

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Re: Territorial control...

Post by trepan » Sat Aug 08, 2009 12:37 pm

Hm, maybe BZDB controlled dynamic colors aren't available in any
2.0.x releases (based on the following):
SVN r12781: Bump proto to 37, and rev to 2.1.7
(r12781 comes before r12986)

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Agent West
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Re: Territorial control...

Post by Agent West » Mon Aug 10, 2009 3:37 am

a variation of the idea: specific super flags spawn on a base (rogue base maybe). when that base is captured, it turns the team color and only players from that team can get flags from there.
there is only one problem: it might be hard to implement the flag-to-team idea since it should either be a drivethrough base with flags in it (only drivethrough to a controlling team) or it should somehow change flags themeselves so that the other team can't get them.
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