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sky_lark

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Post Mon Dec 02, 2013 10:23 am

Flag return

Rabbit contains a unique property not available in other flag-based game modes: Flag return. Essentially, a flag not held for x seconds will be returned to its spawn. What do you guys think about enabling this feature in other flag-based game modes? CTF, HTF, RET, ZC. (Nexus would probably be exempt considering the logistical difficulties of returning flags to an unknown spawn location.)

Flag return is a staple of many modern flag-based games and streamlines flag game modes. It cuts back on exploiting game mechanics via intentionally dropping or hiding flags, and ensures accidentally dropped flags are eventually returned to base. For the sake of the proposal, consider a typical flag return time to be 30-60 seconds, and not as low as 1-5 seconds - which may be implemented in some levels as a novelty aspect, but not in most levels.

Two existing strategies rely on the absence of flag return. Determining if these strategies are fair game or are "cheap" will be helpful in weighing the value of this feature.

- In CTF, during a standoff, one player drops the flag in their base - perhaps behind numerous defenses - then attacks the enemy base. Upon returning of their flag that player commits suicide to quickly grab the waiting enemy flag and score. The player is essentially taking advantage of the quick respawn time in order to cap.

On one hand, the offending player runs the risk of losing their unpossessed flag and that risk negates the "cheap" aspects of the strategy. On the other hand, given the design of some maps, it may be virtually impossible for the defending team to retrieve their unguarded flag, and is fighting an inevitable loss. (Think of maps which have very strong bases, or really long paths to get to the bases.)

- In RET, flag hoarding is a common strategy used in tight games where collecting a flag and positioning it behind defenses may be more helpful than actually capturing a goal. Players may "harvest" flags in a central location within their base, then try to quickly cap when all flags have been brought back to their base. This strategy comes to prominence in retrieve maps with lots of goals - waiting to cap until all flags are in a base may help guarantee a cap, whereas capturing one flag at a time may not be effective.

- In HTF, flag hoarding is present, but typically in situations where players are waiting for an optimal time to gain the necessary 5 seconds/1 point.

There are pros and cons to flag hoarding. On one hand, given the design of some maps and balancing of some teams, flag hoarding may be the only way teams stand a chance at success, thereby justifying the "cheapness" of the strategy. On the other hand, flag hoarding takes advantage of unbalanced teams by allowing teams that have more or faster players to gather flags faster and cap, or perhaps take advantage of obscenely strong base defenses. It also deviates from the "purpose" of the game mode (you may feel differently about this last point).

- In ZC, there is really no clear advantage to dropping a flag unless there are multiple flags, at which point you could refer to either bullet point above. The value of having flag return in ZC then is mostly in times of accidental droppage (yeah, I just made that word up), where players may take too long finding or grabbing a dropped flag, and also for consistency's sake.

Ideally, the implementation of a flag return timer would not entirely eradicate the strategies noted above. Some kind of visual timer (perhaps a flag beginning to jitter as its timer nears expiration) could also help reduce the ramifications of adding the feature. Then again, maybe it's healthy for the growth and gameplay of Bitfighter to weed out these borderline unfair strategies. Thoughts?

PS. I put cheap in quotes because it's sometimes hard to objectively define what is actually constituted as cheap. For example, I would consider a "type-kill" on a random player as cheap, but a type-kill on a player with our flag as warranted. Other players may carry differing opinions toward that.
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Skybax

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Post Mon Dec 02, 2013 11:46 am

Re: Flag return

I think flag-return should be an option in the level editor. I hate it when the flag gets hidden or put in a spot that's inaccessible and breaks the level.
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Quartz

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Post Mon Dec 02, 2013 1:14 pm

Re: Flag return

Skybax wrote:I think flag-return should be an option in the level editor. I hate it when the flag gets hidden or put in a spot that's inaccessible and breaks the level.

Skybax nailed it.
Furthermore maybe the default could be like 60 seconds. Not short enough to really make much of a difference, but if the level totally screws up it will be fixed in time.
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sky_lark

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Post Mon Dec 02, 2013 1:26 pm

Re: Flag return

That is one advantage of enabling flag return, but I'd wager that doesn't happen all that often? Even if you play with jerks like me, who try to put flags outside of the map, there aren't that many levels that can be totally broken from exploits.

What I'm trying to say is... I'm glad if enabling flag return inhibits game-breaking actions as a side effect, but I'd rather not see the feature enabled solely for that purpose.
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Quartz

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Post Mon Dec 02, 2013 1:33 pm

Re: Flag return

Well then I completely disagree with you. Flag hoarding is a valid tactic. There are benefits, but it is terribly risky and I usually see people get screwed when they try to do it. It's not an issue.

sky_lark wrote:Some kind of visual timer (perhaps a flag beginning to jitter as its timer nears expiration)

I like this though. This game needs more visual cues and the Asteroid spawn one is a great start.
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raptor wrote:sometimes I think getting Quartz to use plugins is like getting my mom to use a computer
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tazinator

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Post Mon Dec 02, 2013 1:57 pm

Re: Flag return

flag return sounds so simple that i can put my support behind such an idea
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sky_lark

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Post Mon Dec 02, 2013 7:28 pm

Re: Flag return

To be totally clear, I'm not taking a side on this matter - wanted to remain unbiased and put out all of the options and see what people think. :)

Thanks for your input.
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sam686

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Post Mon Dec 02, 2013 7:36 pm

Re: Flag return

For people who knows how to program LUA levelgen, they might be able to program this flag return feature into levelgen in some maps.
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amgine

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Post Tue Dec 03, 2013 5:14 pm

Re: Flag return

I already created a thread on this i just nede to find where i posted it.
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sky_lark

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Post Tue Dec 03, 2013 6:41 pm

Re: Flag return

You sure? I scanned through your posts and threads really quick and couldn't find anything about flag return. It doesn't matter though, what were your thoughts on it?
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amgine

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Post Tue Dec 03, 2013 7:00 pm

Re: Flag return

I wanted it weird i know that I posted it somewhere.

My thoughts were.

1 its optional.

2. value can be set for time to score per level ( 15s might be to short for some but to long for others)

3. if one team grabs the flag and it starts counting down then the other team grabs there flag the times will auto correct to match the lower time.

I agree to much flag camping or hiding going on it needs a score clock like in basketball.
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Skybax

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Post Tue Dec 03, 2013 11:13 pm

Re: Flag return

I remember amgine's thread. I think it degenerated into talk about a new gamemode like retrieve except you can only have the flag in your possession for a certain amount of time before it resets. Kind of a race gamemode.
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
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sky_lark

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Post Tue Dec 03, 2013 11:32 pm

Re: Flag return

Oh, I know what you're talking about now. You had a "shot clock" idea that you posted a while back that would force players to score within a certain time limit or the flags would be returned.

This idea is a little different - it would only affect dropped or unpossessed flags that, if aren't returned manually within x seconds, would be returned automatically.

Feel free to create a new thread with your shot clock idea, maybe it was lost during that one week server wipe.

You do raise an interesting point - should the time limit and enabling be up to the level editor? Or should that be set in stone prior to implementation? Personally, I would vote for the latter, but I'd be happy to hear from others.
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Skybax

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Post Tue Dec 03, 2013 11:35 pm

Re: Flag return

sky_lark wrote:You do raise an interesting point - should the time limit and enabling be up to the level editor? Or should that be set in stone prior to implementation? Personally, I would vote for the latter, but I'd be happy to hear from others.

I'm almost always for giving power to the map-maker. It opens the door for so many more possibilities. A good default is important, too, but restrictions just limit the achievable.
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
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amgine

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Post Tue Jan 07, 2014 2:01 pm

Re: Flag return

Hmm dissapearing thread odd.

already exists in rabbit what other modes do you want it in.
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sky_lark

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Post Tue Jan 07, 2014 4:15 pm

Re: Flag return

CTF, HTF, RET, ZC.

All objectiveness aside, I think this would be a really useful feature.
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amgine

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Post Tue Jan 07, 2014 10:15 pm

Re: Flag return

I have no objections I think it would work great with my idea.
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