I suggested something like this back a while: the idea that you
should be able to voluntarily acquire a bad flag (and then be able to drop it at any time). Back then I saidI wanted this to practice playing with bad flags, but it'd also be good to be able to lure attackers in ("Aha! He's got Blindness so now's my chance to kill him!"), and when close enough then drop the flag and nail them.
Incidentally, I played on one server that had a fairly long timeout with a bad flag (30 seconds I think). It was very interesting - it was now worthwhile to take the time to hunt for the antidote flag, and you also had to know how to fight (or flee) with the bad flag. I'd recommend this setting more often. (And I probably posted this thought in the wrong forum, but I have no time to fix this right now.)
Choosing bad flags
- The Purple Panzer
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- The Purple Panzer
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No, not that
I didn't mean that this would apply when you picked up a flag (either good or bad); but rather, you could send a message like
"/Badflag RC" (if RC is reverse controls, I'm not sure) and you would then have that flag, even if there weren't one on the map anywhere close.
Just as you can voluntarily drop a *good* flag any time, it seems you should be able to voluntarily acquire a *bad* flag anytime.
"/Badflag RC" (if RC is reverse controls, I'm not sure) and you would then have that flag, even if there weren't one on the map anywhere close.
Just as you can voluntarily drop a *good* flag any time, it seems you should be able to voluntarily acquire a *bad* flag anytime.
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