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Re: Introducing GateHunt
Posted: Fri 12 Jul , 2013 2:37 pm
by iRobot
Is the order randomized or will it be same with every play?
If fixed then it wont take long for people to start to memorize the 'pattern'
Re: Introducing GateHunt
Posted: Fri 12 Jul , 2013 2:45 pm
by Socio
Izumo_CZ wrote:Oh, I had actually thought that the gates are all active at once. I think just making a delay will do.
Too long delay on objective activity will make people confuse on where to go next, and it wont solve people camping. Trigger spawning a Redeemer and 3 second delay on the next gate is the most logical way to go at the moment.
iRobot wrote:Is the order randomized or will it be same with every play?
If fixed then it wont take long for people to start to memorize the 'pattern'
It is fixed unfortunatly, dont think there is a "random objective" possibility in Editor. Buy FPS to play RACE etc.
Still, the order of 25 objectives on a open terrain is quite hard to memorize, especialy when there is no characteristic pinpoints. Current map is just a rock textured wasteland, a crater on the Moon. On future maps, which will probably have different settings it can start to be a problem (trees, water/lava pits, etc).
Re: Introducing GateHunt
Posted: Fri 12 Jul , 2013 2:47 pm
by iRobot
Also potential problem of 'camping' in the middle of the map, as that'll on average give you the next obj for free, assuming everyone else is going for one on a particular side of the map.
Re: Introducing GateHunt
Posted: Fri 12 Jul , 2013 2:50 pm
by Butcher
iRobot wrote:Is the order randomized or will it be same with every play?
If fixed then it wont take long for people to start to memorize the 'pattern'

memorizing->

memorizing.... ow I forgot to have fun!!!
You do this with every game? Exploit all the ways to win!!! I think may be some fun in the glitching... if it becomes annoying then they shall patch it... but you already showed vulnerabilities of the game type (maybe) without even playing it ...
BTW it sounds amazing socio

.. wanna try it, but I suck in RACE/Assault games... need some tips
Re: Introducing GateHunt
Posted: Fri 12 Jul , 2013 2:51 pm
by Azarael
We should look at creating a gametype for this.
Re: Introducing GateHunt
Posted: Fri 12 Jul , 2013 2:58 pm
by iRobot
Butcher wrote:You do this with every game? Exploit all the ways to win!!!
A good player will naturally latch onto things that are more efficient.
Re: Introducing GateHunt
Posted: Fri 12 Jul , 2013 3:02 pm
by Socio
Maybe they will get killed by respawning people or eat a Redeemer? You cant really solve camping, even with some mutator, since the person camping will drive around in circles etc.
The ultimate solution to people camping everywhere, would be forced respawns, but that would ruin the concept of this gameplay style. So I dont want to do that. But hey, there is a lot of RACE maps with major and minor issues in gameplay (2 objective on the same road, so the leading TWB gets 2 out of 3 objectives, crossroad placed in some distance from the spawn so people camp the head start) that people enjoy, so a bit of n00bs being n00bs is regular thing to occur.
Re: Introducing GateHunt
Posted: Fri 12 Jul , 2013 3:05 pm
by Azarael
Stand by and I'll add random gate order without using a gametype.
Re: Introducing GateHunt
Posted: Fri 12 Jul , 2013 3:07 pm
by iRobot
Could make it destruction derby style and add a mapwide damage volume of 30 damage/sec, with hellbenders having a HP limit.
Ensures the vehicles get rotated (driver can just fulltime one bender otherwise and its boring for the gunners, skymine especially) and prevents camping.
Re: Introducing GateHunt
Posted: Fri 12 Jul , 2013 4:18 pm
by Azarael
Try this.
http://ut2004.ldg-gaming.eu/MoonCraterF2.zip
This selects a random gate from the list of all available gates. If you instead want it to mix the order of gates so that each gate is seen exactly once, that's also easy to do.