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Flag pass on ducati

Posted: Mon May 06, 2013 11:31 am
by osta
Hi,

when I was discussing with someone lately, that ducati is 'slow', I started wondering, if there will be some way to add flag pass into ducati.
I.e. there could be 2 spots, which allow to pass flags between them, making the way between bases much faster.
They could be set in in 1/4 and 3/4 of the way between bases.

Ofc, there will be some extra problems - does it should be created randomly as blocks? or should blocks avoid that place?
Or maybe there should be only one pass place in the center which allows you send the flag back to the base? What do you think?

osta

Re: Flag pass on ducati

Posted: Wed May 08, 2013 1:53 pm
by jh^
Not only duc is slow, gu is too...but i liked flag pass in zaphods bzmatchball map, not sure it would fit to randomly created map though. And it would change the whole ducati style. Maybe as optional thing? Like before match you could set flag pass on or off.

Re: Flag pass on ducati

Posted: Wed May 08, 2013 2:26 pm
by kierra
Would flag pass have to go to mid everytime? Could we choose to pass to side wall, half way.

I remember TRB had a test ducati style map where you could pass your flag back toward side of your own base. We tested 6-7 yrs ago and it was fun then. Let me see if i can hunt it down.

Re: Flag pass on ducati

Posted: Wed May 08, 2013 8:34 pm
by osta
Maybe instead of pass there could be 2 teles, so the way to cap could be shorter?

Re: Flag pass on ducati

Posted: Wed May 08, 2013 10:46 pm
by Iskskskks
I forgot what they are called but I believe there is a block that launches you into the air if I remember correctly. Maybe you could use that block to launch onto a pyramid that you could pass on without changing the no jumping feature on ducati. Otherwise, ducati would just become GU without HiX :P. I think this would be a great idea Osta :) I look forward to any other suggestions.

Re: Flag pass on ducati

Posted: Thu May 09, 2013 4:25 am
by Bullet Catcher
Server code changes would be required to add features to the randomly generated maps used in the Ducati league. Anything is possible, but first we have to decide exactly what is wanted.

Flag passing is done by creating an "unsafe" location on the map (easy to do). If a flag is dropped there it flies to the nearest "safe zone," any number of which are also easily defined.

Moving the flag faster in Ducati would be ... different. High-scoring games (as in basketball) would be very different.

Re: Flag pass on ducati

Posted: Thu May 09, 2013 8:11 pm
by brad
zaphod/bzmatchball style flag passing in ducati would be sweet :)

Re: Flag pass on ducati

Posted: Fri May 10, 2013 5:38 pm
by red-der
Ducati is simple, and that is one of the reasons why it is so easy for beginners to learn. You can throw a bunch of non-league players on a ducati map, and you will get some decent matching.

Adding the possibility to send the flag does not attract more players, it just complicates the gameplay; and it may even drive away some of those few who play.

Therefore I donĀ“t like this idea.

Re: Flag pass on ducati

Posted: Fri May 10, 2013 9:21 pm
by jh^
If ducati is so easy to beginners why all the new(the few new who come along sometimes) players drift to gu? Maybe because the map is more..complex and they can jump.

Re: Flag pass on ducati

Posted: Fri May 10, 2013 10:22 pm
by joevano
jh^ wrote:If ducati is so easy to beginners why all the new(the few new who come along sometimes) players drift to gu? Maybe because the map is more..complex and they can jump.
For me it is the jumping... being stuck on the ground makes me nervious.

Re: Flag pass on ducati

Posted: Sat May 11, 2013 1:24 am
by kierra
I don't believe flag pass ducati is meant to replace classic style ducati.
I see it as an option. Match classic or flag pass. 15, 20 or 30 min.

edit: It could also be a public map option, at first for introduction.

Re: Flag pass on ducati

Posted: Sat May 11, 2013 8:26 am
by jh^
use zaphods bzmatchball map for flag pass...it suits better for it than randomly generated maps. And yes it was most fun map, too bad its not hosted anymore not even with public play version.

Re: Flag pass on ducati

Posted: Sat May 11, 2013 5:40 pm
by osta
bzmatchball can't work on 2.4 without rewriting the plugin. That's why it's not availabe to play.

Re: Flag pass on ducati

Posted: Sat May 11, 2013 6:55 pm
by kierra
IIRC, FS wrote the original bzmatchball.
I admit to not knowing how much work it would be to rewrite it or knowing anything all about code.....Can it be assumed that some of the code from the 2.0 version would be useful and thereby jumpstart the rewrite?

Re: Flag pass on ducati

Posted: Sat May 11, 2013 7:11 pm
by ahs3
I think this can be done with a script generated map. I would be willing to give it at go, and put it up for a test. But first where should the unsafe zone be to allow to the pass, and where should it pass too? mid?

Re: Flag pass on ducati

Posted: Sat May 11, 2013 8:26 pm
by alcatraz
I would like better a bzmatchball pass style. Passing in the direction the tank is moving, dunno how far.

Re: Flag pass on ducati

Posted: Sat May 11, 2013 11:18 pm
by T-roy
The matchball pass would a great addition to the game, not just in ducati but gu.

Re: Flag pass on ducati

Posted: Sat May 11, 2013 11:53 pm
by kierra
kierra beats up Troy for mentioning gu here......anathema(not the player)!!!!! :D

you already have camp/pass in gu already....that's a discussion for the gu league thread. <3 you, T!

Re: Flag pass on ducati

Posted: Mon May 13, 2013 12:04 pm
by osta
you have to remember, that in bzmb map tanks spawns only on their half, so they could defend base more efficiency. Without that there will be basketball scores for sure ;-)

Re: Flag pass on ducati

Posted: Wed May 15, 2013 6:43 pm
by FiringSquad
kierra wrote:IIRC, FS wrote the original bzmatchball.
I admit to not knowing how much work it would be to rewrite it or knowing anything all about code.....Can it be assumed that some of the code from the 2.0 version would be useful and thereby jumpstart the rewrite?
Yes I wrote the original FlagPass plug-in.
Ideally a rewrite would require a server modification to avoid some of the anomalies that the plug-in had. Jumping and passing was very unpredictable, especially if there was lag. I needed guess the velocity and direction of the player at the time of dropping the flag in order to calculate the pass location.
If a plug-in could be involved in the processing of events beforehand rather than just reacting to it afterwards, then the event could be modified/cancelled by a plug-in before processing. This would make the plug-in code itself very simple and would produce a much better user-experience.
I'd be willing to create the necessary modifications to both plug-in and server code, if the proposed server mod was considered useful enough to be adopted into the main trunk.
Otherwise it could only be achieved by writing the plug-in in a way that goes outside the scope of where the plug-in API allows.