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One of the problems with capture-the-flag modes in games is the possibility of deadlocking the game. It’s especially common when there are only a few players in the game. Here’s how it goes:
The sports-FPS Warsow solves this problem by implementing a flag timer. When a player takes the enemy flag, a timer begins counting down. When the timer reaches zero, the flag is returned (with no penalty to the carrier). To make things more interesting, a couple of extra features are introduced.
The result of these rule changes is a decrease in flag camping and a much more fluid game. Players who don’t have the flag will still have a reason to attack the enemy base, because it provides an advantage to their flag carrier.
Wednesday, July 11th, 2007 at 5:18 amand is filed under games, programming, posted by desplesda, general. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
July 11th, 2007 at 6:16 am
I think a better solution is having a timer count down if, for example, BLUE player has REDs flag and is standing in BLUEs flag point (but RED has BLUEs flag). The timer would register a capture even if BLUEs flag was missing if BLUE managed to stay alive with REDs flag long enough at his own point.
July 11th, 2007 at 6:28 am
Interesting solution. So, if both players had the other’s flag, the capture-by-default would cause one flag to reset, which would make the other player make a successful capture. The net effect is if both flags are being camped and either of the timers reach zero, both sides score and it evens out.