Capture the Flag or Similar
- Rary
- Eternal War's Undertaker (DM,Admin)
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Capture the Flag or Similar
I decided one day to finish the capture the flag map and finish all the scripting for it. It should work now. DM enabled only.
Only real issue with capture the flag is the player will get the flag then his main focus is to run and not fight, making it not so fun. Monk's would be runner of choice. So I'm thinking of adding a statue or throne that depending on players range has to destroy it, which then gives the flag that they need to return to their base.
The XP system is unique, it checks balance on the teams. If 1 team has a 20 and other just has a 16, the team with the 20 will get less points and xp for flag capture compared to other team. This is because the 20 can smash alot of folks. Effy, impy are all ignored in capture the flag.
If no one is in range thats on, the flag can't be held. Probably make the statue unbashable as well for that out of ranger.
Having a statue or throne to bash gives that player a vulnerablility because he has to sit there. If he takes a team with him, then they can fend off the attackers. But just flags makes it so he runs and runs.
Kills points and XP is the same as in the arena.
If you succeed at capturing the flag, the team gets these points and XP:
Way Underpowered Team - 20 points - 100 XP/Gold
Underpowered Team - 15 points - 75 XP/Gold
Even Team - 10 points - 50 XP/Gold
Overpowered Team - 5 points - 25 XP/Gold
Way Overpowered Team - 5 points - 10XP/Gold
When determining balance it checks the average level on each team, if higher than 5 then underpowered or overpowered, if higher than 10 then way underpowered or way overpowered.
Only real issue with capture the flag is the player will get the flag then his main focus is to run and not fight, making it not so fun. Monk's would be runner of choice. So I'm thinking of adding a statue or throne that depending on players range has to destroy it, which then gives the flag that they need to return to their base.
The XP system is unique, it checks balance on the teams. If 1 team has a 20 and other just has a 16, the team with the 20 will get less points and xp for flag capture compared to other team. This is because the 20 can smash alot of folks. Effy, impy are all ignored in capture the flag.
If no one is in range thats on, the flag can't be held. Probably make the statue unbashable as well for that out of ranger.
Having a statue or throne to bash gives that player a vulnerablility because he has to sit there. If he takes a team with him, then they can fend off the attackers. But just flags makes it so he runs and runs.
Kills points and XP is the same as in the arena.
If you succeed at capturing the flag, the team gets these points and XP:
Way Underpowered Team - 20 points - 100 XP/Gold
Underpowered Team - 15 points - 75 XP/Gold
Even Team - 10 points - 50 XP/Gold
Overpowered Team - 5 points - 25 XP/Gold
Way Overpowered Team - 5 points - 10XP/Gold
When determining balance it checks the average level on each team, if higher than 5 then underpowered or overpowered, if higher than 10 then way underpowered or way overpowered.
My suggestion on this map is to have the flag holder take a large hit in a number of places.
Have monk speed disabled, AC 1/2'd and AB lowered by 10 and MS/Hide lowered by 40 or something. I mean I have level 20's who -won't- be killed by level 20 level 7-10's for well over 6-7 rounds without some serious debuffing.
Have monk speed disabled, AC 1/2'd and AB lowered by 10 and MS/Hide lowered by 40 or something. I mean I have level 20's who -won't- be killed by level 20 level 7-10's for well over 6-7 rounds without some serious debuffing.
- T3hRedMage
- Eternal War's Mortician (PU)
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- Rary
- Eternal War's Undertaker (DM,Admin)
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- Joined: Mon Sep 18, 2006 2:01 pm
- Location: Columbus, Ohio, USA
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Can't just disable monk speed.Xianio wrote:My suggestion on this map is to have the flag holder take a large hit in a number of places.
Have monk speed disabled, AC 1/2'd and AB lowered by 10 and MS/Hide lowered by 40 or something. I mean I have level 20's who -won't- be killed by level 20 level 7-10's for well over 6-7 rounds without some serious debuffing.
Thats why you have statues to destroy, monks don't last long getting pounded on as they try to get the flag first.
Currently holding the flag:
Slowed = 50%
Move Silently = -50
Immune to all the invis spells - Once held, removes all invis effects.
Anyways, if you're level 20, you can't pick up the flag until another 16+ is on the other team.
- Lord Mephisto
- Initiate of War
- Posts: 140
- Joined: Sun May 06, 2007 3:04 pm
It might indeed be fun to add a little more spice, so that it becomes possible to perform some more tactical moves. Without taking focus away from PvP and action.
But I have a few questions and/or suggestions.
1. It seems a little low to gain about 50 XP for a successful capture of an enemy flag for characters above level 7-10. In my opinion, it would be a good idea to scale the XP gained by character level in some decent manner.
For example, BASE XP (as suggested in original post) + ADDED XP per level above level 7.
2. It would be fun if the actual "flag" wasn't just a flag. It could be a key to a prison, a collection of valuable gems or a few powerful arcane scroll, etc. The key could be used to free a powerful ally which the rival team has to slay. The magical scrolls could require several casters to simultaniously cast a spell of power aiding the friendly team. The collection of valuable gems could grant the friendly team a small bonus to prides.
All in all, it could be nice to spice up what happens on the server as long as it doesn't take away the key aspects of the server: PvP, action and fun.
But I have a few questions and/or suggestions.
1. It seems a little low to gain about 50 XP for a successful capture of an enemy flag for characters above level 7-10. In my opinion, it would be a good idea to scale the XP gained by character level in some decent manner.
For example, BASE XP (as suggested in original post) + ADDED XP per level above level 7.
2. It would be fun if the actual "flag" wasn't just a flag. It could be a key to a prison, a collection of valuable gems or a few powerful arcane scroll, etc. The key could be used to free a powerful ally which the rival team has to slay. The magical scrolls could require several casters to simultaniously cast a spell of power aiding the friendly team. The collection of valuable gems could grant the friendly team a small bonus to prides.
All in all, it could be nice to spice up what happens on the server as long as it doesn't take away the key aspects of the server: PvP, action and fun.