ANAND wrote:
It'd be nice if flags can be dropped, and/or passed onto another team-mate - It will be even more engaging, as now multiple players can contribute to the actual flag capture, and the enemies can't focus on only one player...
That would improve things
immeasurably!
So much more strategy would be possible. People could take up the mantle of different roles according to the player strengths and inventories. Quick, agile players for grabbing; resilient, tough players for couriering.
And you could have underground, or sheltered relay lines of players quickly passing from one to the other — with only a single node opening to see each other, for instance.
Currently, you need to be a
jack-of-all-trades to stand a decent chance of scoring a capture. But transferable flags would diversify the teamwork involved. Plus, the newbies might venture out more often.
The only minor issue is regarding the capture scoring system. I think we currently get points for capture attempts, and a larger point prize for a successful capture?
Perhaps all the players who held the flag leading up to a capture could each get a fixed amount of points.
rubenwardy wrote:
Players with more than 10,000 score can join the server even when the limit is reached, however this doesn't help good players without much gameplay time. I'm considering reducing this number as it rarely goes above 30, but it's unlikely to go below 1000 score.
What about further fracturing the seating allocation, so to say?
You could have twenty slots for the newbies (0 - 1,000 points); ten slots for the upstarts (1,000 - 10,000 points); and a final ten slots for the pros (10,000+ points).
Reaching 1,000 points is fairly straight-forward for a decent player. It shouldn't lower server population too much.
Xudo wrote:
It would be great to see lava-filled map and sky platform map.
An aerospace map would be awesome: it'd be like an orthogonal cousin to the Caverns map, with the advantage / disadvantage of the ''tunnels'' being visible. The divergence or strategy might be interesting; especially with the potential exclusion / inclusion of ores and apple trees, etc.
Xudo wrote:
Too much noob players take too much useful items and do nothing. They usually stay near base and wait for anyone to kill them.
What if we implemented a per-match currency system with a starting value equivalent to the player's score? The team chest would take on the functionality of a storefront.
Chest removals would cost the player, while chest additions would pay the player. The prices could reflect the item's quality; with steel valued higher than wood, say.
Raise the price baseline high enough and the clueless newbies will be kept at bay.
rubenwardy wrote:
One problem I see with CTF is that inventory matters too much. Once you die, you're out of the game essentially. There's also a lot of chest searching.
One possible answer that might be interesting: implement a ''/give <player>'' command for use with teammates; the command would transfer (teleport) the held item from one player to another — assuming they have the inventory space.
It could be limited to exclude stacks: one item, only. And it could hook into the above currency system, too; paying when you send, and costing to receive. The stack exclusion would help ensure team chests¹ remain a useful watering pool.
As an aside, it might help with strategic depth: bettering further roles for team members to play — like harvesters.
¹ -
we could also do with making team chests a craftable item, maybe?