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Post by Zoidberg Mon Nov 07, 2011 1:04 pm

Basically, this game mode would be a modified form of capture the flag. We could divide the game space between two teams, with a neutral zone between them (Initially, i would say the area between D1 and D2 would be neutral, but it would be hard to denote where the border is). The space to either side of the neutral zone would belong to one of the teams, and being shot there while you were on your team's side would just cause a respawn. If you are shot on the other side of the field, you would be ushered to a jail, which would be located on the other N/S pole of the field from the flag. People in the jail could be freed if another person from their team released them. The goal of the game is to capture the flag, and return it to your team's territory.

There are a few issues i can initally see:
-The enforcement of the neutral zone. I got the idea from how i used to play CTF at camps, and there they were able to lay like rope around the zones, but im not sure we could do that. There would be a lot of people sitting on the zone, so exactly where and when you cross the line needs to be clear, and when the other team can start shooting you.
-Capturing people. I imagine if you shoot someone, you would have to escort them to the jail, as opposed to relying on them to just go. But that requires large groups of players, as each team would be divided between attackers and defenders. There's also the jail itself, and what actually counts as releasing prisoners and who can guard it.
-The Flag. I've seen this played where there is a neutral zone where the flag is, so that people can make it to the flag, rest (because the other team cant enter that zone), and then attempt a return. The issue there is camping, and the answer would be to eliminate that zone. Personally, i think that would make grabbing the flag more difficult than it needs to be.

Thoughts?
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Post by BluE Mon Nov 07, 2011 3:53 pm

roflll funny story about this is that we actually played CTF like this before SNUG was even really a thing. Thinking back, not sure why we stopped doing that, because it was a lot of fun.

To talk about some of the issues you mentioned, what we did was have the interiors of Dyson/Weston be the two bases. It was a great and simple way to make boundaries, but it would probably restrict this to a day game.

I can see jailing being a bit of an issue with a larger scale of people (when we did it pre-SNUG, we had like, maybe 15-20 people tops).

I think we need to think of things that kind of stray away from CTF because at this point it's just too similar to other gametypes. Maybe we can work in other objectives, but the return of a jail system would be a lot of fun. A lot of potentially fun gametypes have been scrapped because of how unfun perma-death is, but since jail implies a chance at coming back, we can look back into some of the things that have been tossed.

I really like your ideas on this, man, but like I said, (just imo, of course) that we need more diverse objectives.
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Post by aydensgrace Mon Nov 07, 2011 10:22 pm

I definitely like the jail system, it allows people to be sneaky....

sneaky sneaky sneaky. =D
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Post by NESS Tue Nov 08, 2011 1:03 am

I see how the jail would play a part, and while it's a step above perma-death, it still makes players sit out for a while.
Keep playing with it, though!! And bring it up at the next game dev meeting!
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Post by JamaicaMon Wed Nov 09, 2011 12:32 am

Jail system relying on other players to free you can possibly have players sitting out of the game for the entire round. i have played many non-snug games with a jail system, and it is quite boring sitting there.
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Post by aydensgrace Wed Nov 09, 2011 11:58 am

JamaicaMon wrote:Jail system relying on other players to free you can possibly have players sitting out of the game for the entire round. i have played many non-snug games with a jail system, and it is quite boring sitting there.

Obviously you didn't have good rescue teammates lol!
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