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A2 CHANGES/FIXES:
-Teams no longer swap on round end
-Control points in each team's building double enemy scoring if they have the control point captured
-HUD changed to not include 'playing to' text
Just a gameplay fix, but an important one. Please break it for me
How about if the map were divided into different scoring zones, and if you hold the flag way back in your base, you would score points a lot more slowly. But as you get closer to the enemy base you generate points more quickly, with the trade off being that it's more vulnerable of course.
How about if the map were divided into different scoring zones, and if you hold the flag way back in your base, you would score points a lot more slowly. But as you get closer to the enemy base you generate points more quickly, with the trade off being that it's more vulnerable of course.
How about if the map were divided into different scoring zones, and if you hold the flag way back in your base, you would score points a lot more slowly. But as you get closer to the enemy base you generate points more quickly, with the trade off being that it's more vulnerable of course.
I like that idea, though I tried the zones and found it difficult to accomplish since there isn't a filter that I could find for a player that's holding the flag.
I think the control points that accelerate the scoring are a good alternative. If there was some way to identify the flag carrier via entities I haven't found it yet... been looking for a "holding" option on the triggers and things but it doesn't seem to exist.
I also though it might be possible on flag pickup to grab the player's name and activate a trigger based on a filter_name entity, but I have not had success finding that either :I
Still, I think I like the control point idea more... though I need to see how it plays. If the CP's are largely ignored then I may switch to zones where holding the flag in enemy space will grant faster scoring.
EDIT: Depending on what is possible when I experiment, Roden's idea might be very interesting, moreso than just the control points. Layered zones that increase scoring based on the depth you are in your base or the enemy base could be fun, though it seems unreliable in telling how fast your score is actually going to go up.
A3 CHANGES/FIXES:
-Removed side buildings entirely to stop camping
-Domination point speed is at 1 every 4 seconds instead of 1 every 6, the dominator control points bring it down to 2 seconds
-Time to capture dominator control point reduced
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