Author Topic: Spawning in Rageball  (Read 329 times)

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Offline clown1231

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Spawning in Rageball
« on: July 11, 2012, 07:05:48 am »
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I enjoy Rageball. It is suitably different from the mindless slaughter of siege and battle, and from the equally mindless Defend the virgin. It offers a team-based mode that forces teamwork. Not only that, but it has great potential. Should it get the attention it deserves, I believe it could be a great diversion to strategus. Maybe there could also be automated tournaments between cRPG clans. Anyway, I've rambled enough about potential. How do we get to that point?

It's not the fact that pressing f at any time, like picking up a weapon or using a voice command, causes you to throw or attempt an active catch. It's not that the dive key for goalies is hardbound to the alt weapon key, causing issues when I want to use my Langes Messer as a 1 handed weapon (and changing it back from 2h mode causes me to get another cooldown on diving). It's the way that spawning is handled.

In it's current state, steamrolling the other team is easy, especially with coordination over Teamspeak, Vent, or Mumble. When a goal is made, everyone keeps their current position, and plenty of people will sheath and draw their weapons to skip the victory animation. This allows them to quickly overhead nearby opponents, while they are stuck in their animation. My solution to this is to change the way spawning works.

At the start of a map...
1. There will be a 10 second timer.
2. All that have chosen a team and equipment will spawn.

This means that...
* Those wishing to pick equipment (I always switch out my default medium armor for cloth) and those that have longer loading times are able to spawn with everyone else
---> This means everyone can make a mad dash for the ball together, rather than staggered.
------> Hopefully this causes there to be a better initial battle.


Mid round respawns will be unchanged. However...

After a goal is scored:
1. The ball despawns
2. Victory animations play
3. After 5 seconds, everyone dies
4. Everyone spawns at the starting spawns, and the ball spawns inside the goalie zone.

This accomplishes the following:
* Teamswitched players will spawn with their team, and don't have to wait for a respawn timer
* The positions of the players are reset
---> As a direct result, the goal cannot be mobbed by opposing team members
-----> This means that he won't accidently toss the ball to an enemy player while trying to send it to a friendly.
* Consecutive scoring over and over again will result only from teamwork and skill, not due to the fact that there's a mob outside the goal
* It would be very, very, difficult for the goalie to toss the ball to the enemy.

What do you all think?

Offline Froto_the_Loc

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Re: Spawning in Rageball
« Reply #1 on: July 11, 2012, 08:00:29 am »
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Alright sure, most sports games do form back up after a score.
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Offline Bulzur

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Re: Spawning in Rageball
« Reply #2 on: July 11, 2012, 10:31:56 am »
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This will just slow down the all game pace.
You're excited just after helping your team scores, then realize the other team as a straight line of people ready to pass the ball straight to your goal, so you run like mad trying to intercept one of the guy.

Also, the "if score, spawn all people back to their side" will just enforce "all attack, all defend", so it won't be a strategic game but a "charge" one.

I actually like it as it is, except indeed the "stupid" cheer animation, that gets me killed sometimes, forcing me to watch how things go for 5sec.

Just remove the "victory shout" for rageball, and the polestagger (if it'snot already done) and you won't need to slow down the game pace by forcing automatic respawn.
[14:36] <@chadz> when you login there is a message "your life as horse archer was too depressing for you. you decided to commit suicide. please create a new char"
[19:32] <@chadz> if(dave_ukr_is_in_server) then rain_chance = 98%;