another placeholder conversation for ideas about large capture-the-flag kinds of games.
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how hard are the following ideas to implement?
- suspend normal death effects
- dying does not make you lose any level/atk/def
- just immediately respawn back at your base camp
- would allow normal combat
- versus having to make stun projectiles or something like that
- maybe everyone participating gets a special reusable ring, only lasts duration of the matches?
- like whatever ring (emerald?) can be used now
- effects of alcohol (if rule is in place that you may/must drink a beer before returning to the contest)
- start to move more slowly
- eventually don't always move in the direction you meant to
- is that an alternate path planner?
- your chat messages get garbled more and more
- invisibility or translucency for one or two players per team, for a very short duration
- cannot be invisible with flag
- logging for multi-zone birds-eye view of the whole match
- or even just one zone for the first match
- all participants (colored by team), judges, non-participants, helper npcs, …
- able to see all chats in a selected box?
very rough version of "fumble arrows" working - if one player holding a flag,
and another player shooting special "fumble arrows" at them, the first
player will eventually drop the flag (current hard-wired drop probability of 10% - maybe too low).
player can pick up the flag and start over again.
this seems like it could be fun.
i think it's at a stage where, with some admin support, a handful of people could
try it out on test server.
still a ton of work to do. but i can't think of any more code challenges (and the fumble
arrow, or slowdown arrow, concept seems a lot simpler than special rings).
might need a couple of NPCs to help set up the game, make sure teams fair, distribute
not committing quite yet - made a patch (ctf-fumble-arrow.patch.txt), available on ctf tracker page.
don't want to break the build twice in 24 hours.
here is a detailed overview of the changes:
added FUMBLE and SLOWDOWN
extend onDamaged interface to include Nature damageType
onDamaged: if nature is FUMBLE or SLOWDOWN, make special
method call to handle those damage types
note: after return from those will also do "normal" damage.
note: probably makes sense to gradually refactor onDamaged to
call a nature-specific damage class (even for cut)
two arrow types, (incompletely) copied from wooden arrow
- just change <damage type=…> for each (and name)
note: stacking slowdown arrows on fumble arrows combines them both.
but slowdown does not work anyway, so not a big deal
several classes had to be modified to call the new onDamaged interface:
all calls to onDamaged must include Nature/damageType
- just update to the new damage type api
- note really testing it yet
- no tests of onDamagedFumble or onDamagedSlowdown yet.
- if they are not going to be fun, then testing would be a waste of time
- how to configure colors of flags
- how to configure fumble probability?
forgot to include a recipe for testing it out on local or test server:
need at least two players. (fairly easy to test by myself, with two clients open)
# player1 - will carry the flag, try to run away
# have to summon to ground, and drag on. summoning straight to hand
# does not go through onEquipped right now
put in left or right hand
should see a blue balloon
if you drop flag on ground again, outfit should change back to normal
# player2 - trying to make player1 drop the flag
# use weak weapon
/summonat player2 bag wooden bow
/summonat player2 bag 100 fumble arrows
player2 puts bow and fumble arrows in hands
now, player2 attacks player1
player1 runs around, and eventually drops the flag
note: i think 10% is actually too low, unless you are getting
attacked a lot - took a long time to make me drop