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Solving the CTF cross-cap problem

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:

  1. Blue team captures the red flag.
  2. Red team captures the blue flag.
  3. Blue team flag carrier runs back to the Blue base, and waits near the (now empty) flag point for the Blue flag to be returned.
  4. Red team flag carrier runs back to the Red base, and waits near the (now empty) flag point for the Red flag to be returned.
  5. Nothing happens until one of the flag carriers is killed. If there are only a few people playing, or if the flag carriers have a good defensive position, the game can stalemate.
  6. Everybody quits the game in disgust.

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.

2 Responses to “Solving the CTF cross-cap problem”

  1. Cardi Says:
    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.

  2. desplesda Says:
    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.

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