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Member 1435 posts
Registered: Jan 2006
In dm3 it gives 6 spawn points, so it's not possible to assign a spawn point for every player on match start. The server mod has lots of options what to do in such case, and two major mods in QW have a bit different behaviorKTPro: delays the spawn for 7th and 8th player until a spawn points gets free (*); waiting is limited to 2 seconds, after that: telefrags KTX: 2 telefrags will always happen; if telefragged players hit +attack/+jump quick enough, they can make another telefrags (and so on...); teamtelefrags do not cause -1 (on match start only); telefragging an enemy gets you +1 frag though Which of the two you prefer? (If you don't see the poll, click this link) I hope this is 100% correct description of the situation, feel free to correct me. * not sure here if they wait for any first spawn point that gets free, or for one specific that was pre-selected for them
Member 715 posts
Registered: May 2006
Prefer the delay of these two, but I rather try a spawn mode that spawns you next to the others or maybe that ghosted spawnmode even. ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 163 posts
Registered: Jan 2006
I prefer KTX ( Telefrags) mostly because I like the sound of teledth1.wav
Administrator 2058 posts
Registered: Jan 2006
Administrator 887 posts
Registered: Jan 2006
Join us on discord.quake.world
Moderator 1329 posts
Registered: Apr 2006
Both are fine but I think I'd go for the KTX mode. Mostly because I agree with inter :\
Member 462 posts
Registered: Jan 2006
Isn't telefrags the original way? I vote for that. I obsolutely hate the random spawn spots and delay isn't much better. Original qw respawns or what it's called is the way to go.
Moderator 1329 posts
Registered: Apr 2006
Normal QW respawns.
KTX respawn mode is similar with the exception of that you can't respawn in the same spot twice a row. All telefrags are allowed too without any delay (= no delay when other player is standing on the spawn).
Member 715 posts
Registered: May 2006
With normal QW spawns, you can never telefrag unless ALL spawn points are occupied by players (in which case it picks out a random spot and telefrags mercilessly). ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 1435 posts
Registered: Jan 2006
Ok, surprises me how many of you vote for random 0-4 frags advantage. Thanks for voting anyway.
Member 485 posts
Registered: Feb 2006
After "original"/"normal" got associated with KTX spawns, KTPro got no votes.
Member 569 posts
Registered: Feb 2006
Ok, surprises me how many of you vote for random 0-4 frags advantage. Thanks for voting anyway. what is +/- 2 frags when map control is at stake (which can be worth 100 frags on dm3). IMO match start telefrags is a minor issue, and i prefer any solution that will not... ...move the spawn location ...delay any spawns (telefrag anyone, anywhere) ...use same spawn twice for a player, but random otherwise ...use different rules during start and game and telefrag enemy = 1 frag telefrag teammate = -1 frag
Member 715 posts
Registered: May 2006
Well, the main idea here is probably about making the game more smooth/enjoyable, which I can fully support. Someone suggested that players are to become non-solid for a few seconds at gamestart, and then gain the telefrag ability... maybe that's an idea. ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 569 posts
Registered: Feb 2006
That would introduce some weird situations that is to complicated to handle in a clean way.
Member 1435 posts
Registered: Jan 2006
telefrag enemy = 1 frag telefrag teammate = -1 frag At the moment it's telefrag enemy = 1 frag telefrag teammate = 0 frags I'd go for 0/0 as I don't think players should be rewarded with frags for nothing.
Member 163 posts
Registered: Jan 2006
I'd go for 0/0 as I don't think players should be rewarded with frags for nothing. i think thats the only reasonable way to go to remove unnecessary luck/bad luck. i wonder how many 1frag wins has been decided by that kind of luck?
Member 485 posts
Registered: Feb 2006
Teleport-telefrags (and deflect) should score tho.
Member 1435 posts
Registered: Jan 2006
I meant match start only.
Member 715 posts
Registered: May 2006
So to clarify:
Spawntelefrags = +- 0
For a set amount of time from gamestart or just the whole game? Or other? ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Administrator 181 posts
Registered: Jan 2006
Small clue in the thread topic =>
Member 357 posts
Registered: Mar 2006
In my netQuake ClanArena mod this was a big issue. various measures were used to dilute this problem: a.> I added more spawn points to DM3 +4 b.> left takedamage flag set 0 until round start... c.> removed spawn_tdeath when u 'match-start' spawn (this is the telefrag trigger) d.> pushed the player forward after spawnning... more counter measures were added since at times the player would stick to the spawn point... setorigin(self,spot.origin + '0 0 10');//Some crazy reason, original spawn origins get stuck :S self.angles = spot.angles; //Fixed spawning in the map, caused by pre-game telefrag while (pointcontents(self.origin) == CONTENT_SOLID) { setorigin(self,self.origin + '0 0 2'); } hope this is useful to ya... Edit: A telefrag would basically be a spawn delay for the guy who got tele-fucked...anyways.
News Writer 280 posts
Registered: May 2006
Plz, no "telespawns" in duel on aero at start.
Member 462 posts
Registered: Jan 2006
I'd go for 0/0 as I don't think players should be rewarded with frags for nothing. i think thats the only reasonable way to go to remove unnecessary luck/bad luck. i wonder how many 1frag wins has been decided by that kind of luck? I could go for no frags for the start telefrags, because it doesn't change the way the start is played. However, some luck is always a part of any game, and I don't think it makes much sense to go to great lengths trying to "remove" it. Whoever gets the spawns for rl, ring+quad and penta has much more luck than someone getting 2 frags from a telefrag at the start.
Member 229 posts
Registered: Aug 2007
As it is now! TEAM QUAD [need nothing] shaga loses another friend shaga discovers blast radius QUAD
Member 1435 posts
Registered: Jan 2006
shaga, you have the poll for voting, posts are to show some arguments and thoughts, not for simple "I am for A / B / C"
Member 229 posts
Registered: Aug 2007
Well, I voted "Telefrags (KTX)" because I like that hazzle at the beginning of the map and some random frags. I get the 4on4 feeling because of it. TEAM QUAD [need nothing] shaga loses another friend shaga discovers blast radius QUAD
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