Briton
Junior Member

Posts: 33
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« on: Jan 01, 2007, 08:10 AM » |
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I just thought of an idea to stop spawn camping. For each team there are areas where they cannot go, the areas where members of the opposite team spawn. If someone does try to get into these zones they die instantly, like in the siege games. For example, in the Kingdom in the Cliffs level you can go into the opposite teams castle, but you cannot climb the ladder otherwise you die instantly. I'm not sure how this would work in map making, but I am guessing you would use a similar feature to the one used to make siege maps. Also its an optional feature, you do not have to use it to make maps if you do not want to. However i think it might be a good idea to make it the standard. One thing this would effect would be that the spawn areas would have to be covered (you can still fire bullets into the spawn zones) and the flag would have to be put in a different area to the spawn zones.
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b00nlander
Junior Member

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« Reply #1 on: Jan 01, 2007, 09:50 AM » |
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The best way to prevent spawn camping is having the spawn areas completely unreachable, just like in the propaint series. The problem with that is that on public servers, people might simply be idle and cannot be killed, resulting in a capfest for one team. So for public gaming (of which you speak, if I understand right), there is no good solution. 
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Boozie
Senior Member
  
Posts: 373
Well then don't do that....
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« Reply #2 on: Jan 01, 2007, 12:13 PM » |
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And for the idlers? Ownage caped on 
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 If drinking and driving is illegal, why do bars have parking lots? Do Lipton employees take coffee breaks? Do vegetarians eat animal crackers? -George Carlin
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P!nk
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« Reply #3 on: Jan 01, 2007, 01:57 PM » |
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The best way to prevent spawn camping is having the spawn areas completely unreachable, just like in the propaint series. The problem with that is that on public servers, people might simply be idle and cannot be killed, resulting in a capfest for one team. So for public gaming (of which you speak, if I understand right), there is no good solution.  Yeah, I thought about that before. If you made the players stand on buttons as they spawn, and after they stand on it for a set amount of time the cap areas would be moved up to the ceiling, and the player would die. I guess I should add some details: Basically, the player sits on the button for x amount of time (let's say, 10 seconds), which will then trigger four things: the cap area going up/down (timed), killing the player/sending the lava back down (again, timed). The cap area would be raised quickly, the player would be given 10 seconds or so to get into action, then lava would come up in a somewhat retarded fashion - out of the floor (it doesn't have to be pretty, very unlikely anyone will see it). Then the cap area is lowered after 15 seconds (since they're triggered at the same time, 5 seconds after the player is killed) and the lava goes down. All of this would take roughly 35 seconds. To clear up one last thing: the buttons would all be linked to one trigger which would do the four things I mentioned above, each button acting as an individual so it doesn't throw lava on all the spawns. I'm hoping the cycle would only continue when you press one of the buttons again, otherwise, it all goes flop out the window.
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Too weak to move, too moved to speak...I can't think of anything else. =[ Crates?
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Briton
Junior Member

Posts: 33
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« Reply #4 on: Jan 02, 2007, 08:56 AM » |
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The two ideas combined could probably eliminate both idlers and spawn campers. Maybe just reducing the idle time would be easier?
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P!nk
Member
 
Posts: 52
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« Reply #5 on: Jan 02, 2007, 10:56 AM » |
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Maybe just reducing the idle time would be easier?
Now you get where I was leading you!  Then mappers just need to keep spawn areas out of reach, end of problem.
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Too weak to move, too moved to speak...I can't think of anything else. =[ Crates?
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lords8n
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« Reply #6 on: Jan 02, 2007, 11:33 AM » |
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If spawn points are varied enough so that no one or two people could cover all of them, this helps.
Being good enough so you don't get 0wnt in the first place helps.
Kick/ban policies for intentional spawn camping helps. This would also involve map maker not placing spawn points directly near the flag.
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Briton
Junior Member

Posts: 33
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« Reply #7 on: Jan 03, 2007, 04:14 PM » |
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Maybe there should be some sort of list of mapmaking standards that covers stuff like this. I also suggest a vote kick feature enabled.
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Boozie
Senior Member
  
Posts: 373
Well then don't do that....
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« Reply #8 on: Jan 03, 2007, 04:17 PM » |
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True.
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 If drinking and driving is illegal, why do bars have parking lots? Do Lipton employees take coffee breaks? Do vegetarians eat animal crackers? -George Carlin
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P!nk
Member
 
Posts: 52
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« Reply #9 on: Jan 03, 2007, 06:31 PM » |
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Maybe there should be some sort of list of mapmaking standards that covers stuff like this. I also suggest a vote kick feature enabled.
The first one has been brought up before, even to the point of a map review board, it's still being looked into. As for the second one, it has a good chance of being abused unless the only people that could initiate the kick votes were people the admin(s) trusted.
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Too weak to move, too moved to speak...I can't think of anything else. =[ Crates?
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matze
Junior Member

Posts: 13
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« Reply #10 on: Jan 03, 2007, 06:32 PM » |
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Well I don't think vote kick is an excellent idea...
LeTs KIck h1m! KK FUNNY!
Atleast it should let the Admin (or someone with a certain login) confirm the vote kick.
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PiCaSSo
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« Reply #11 on: Jan 03, 2007, 07:32 PM » |
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Well I don't think vote kick is an excellent idea...
LeTs KIck h1m! KK FUNNY!
Atleast it should let the Admin (or someone with a certain login) confirm the vote kick.
I totally agree with matze... There are a few that would love to raid a server and take advantage of an option like that.
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jitspoe
Platinum Member
  
Posts: 1511
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« Reply #12 on: Jan 03, 2007, 08:17 PM » |
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But then there are the cases where somebody legitimately needs to be kicked and no admins are around. It's kind of a lose-lose situation.
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BALETED!
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PiCaSSo
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« Reply #13 on: Jan 03, 2007, 09:49 PM » |
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Exactly... Maybe there's a way to tie it in with the login system in the future... Only a logged in person can vote to kick and in the event a logged in person is proven to be an abuser of that option, a limit could be placed on their login abilities. Who knows... Just an idea. Ultimately, Server admins around the clock would be best.
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Briton
Junior Member

Posts: 33
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« Reply #14 on: Jan 04, 2007, 11:09 AM » |
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You would need some respected people with or without clans to become admins. Maybe you could make a topic in which people could nominate global admins.
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P!nk
Member
 
Posts: 52
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« Reply #15 on: Jan 04, 2007, 12:03 PM » |
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It would be kind of cool to eventually have a list of all the people admins had given ops to (plus any comments the admins wanted to add on their overall ability), that way if you're a new server owner and you want someone to keep an eye on your server, you could bump in and give ops to one or more of them and be home free. I'm guessing that's where you were going with that, because otherwise it would be forced, and that's never good. It would be a process of automatic nomination (onto the list) when they were given ops by any admin, and enough abuse reports (from players or admins, player's votes would obviously count for much less to avoid abuse of this function) would take them down from the list for a certain period of time/keep them from being nominated again until their time is up. The global login is becoming more important by the minute. 
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« Last Edit: Jan 04, 2007, 12:09 PM by P!nk »
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Too weak to move, too moved to speak...I can't think of anything else. =[ Crates?
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PiCaSSo
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« Reply #16 on: Jan 04, 2007, 12:09 PM » |
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You would need some respected people with or without clans to become admins. Maybe you could make a topic in which people could nominate global admins.
ONLY the server owners have the right to choose who moderates THEIR OWN servers. Yes they need to be fair and do a good job but again that's up to the server owner to decide. The key would be to have enough admin to have one in game around the clock but that's highly unlikely because people have to go to school, work ect...
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jitspoe
Platinum Member
  
Posts: 1511
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« Reply #17 on: Jan 04, 2007, 12:40 PM » |
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Well, one handy thing, and I don't plan to implement this until the basics of the global login system has been tested and works properly, would be the ability to auto-op people based on global user id. That way you don't have to worry about making logins for everybody and hoping they don't spill the login password (inadvertently or intentionally).
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BALETED!
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PiCaSSo
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« Reply #18 on: Jan 04, 2007, 02:31 PM » |
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Well, one handy thing, and I don't plan to implement this until the basics of the global login system has been tested and works properly, would be the ability to auto-op people based on global user id. That way you don't have to worry about making logins for everybody and hoping they don't spill the login password (inadvertently or intentionally).
An excellent idea!!
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