05-24-2017
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Registered Old Person
Join Date: Sep 2013
Location: Graal City Restaurant
Posts: 4,742
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It's an interesting concept. The track seems to be very long, which takes the focus off of the cart, but also creates a situation where the cart is integral in knocking the flag down. If the timing is poor, it's another 5-10 minutes of pushing the cart along to get another chance. When it comes to the movement of the cart, the lag is extremely frustrating. Additionally, it's not super clear to me why hitting the cart 'back' down the track has so much more of an effect than hitting it forward. Flag health is ok, but I feel like there should be incentive to hit the cart into the flag one time, then have some attackers after the flag and have a second hit with the cart to take out the flag. With the current length of the track, this becomes impossible. Also, needs indicators over the heads of the defenders. Seems unbalanced overall. Easy for defenders. Maybe in future iterations there could be a shorter track and less open space. |
05-24-2017
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220 | |
Registered User
Join Date: Dec 2016
Location: Uk/london
Posts: 851
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Note: The last two fights I created were fun yet, this one will be the most enjoyable! So, don't tell me you will be busy with gst, it will finish an hour before gst start. |
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05-24-2017
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221 |
Banned
Join Date: Dec 2016
Location: Puerto Rico
Posts: 203
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It's not an interesting concept at all, it's just a good place to pk. Lol I can't imagine myself pushing a cart for 10 minutes. From what I've seen, that cart is extremely slow lol. Given that I can't spar cause the server is too laggy and then those nubs thinks they pro when they aren't, I'm gonna pk soon! I think server should be fixed, dus!
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05-24-2017
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Dr. Professor Moderator
Join Date: Jun 2015
Location: I’m always located somewhere
Posts: 1,205
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If you then had a switch that could set the cart on that path instead, it would shorten the field and make the defenders make another choice; namely, should they defend the cart or defend the switch? but that's just an idea. You could also increase the cart speed for a simpler solution. Because at the moment the cart hasn't been defended that much as isn't providing the attackers with much of a boost over "Sprint at the flag!". |
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05-24-2017
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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There were actually switches already designed, scripted and implemented. There was even an alternative fort layout utilizing them. However, there was an issue in that the minecart travels in directions: forwards and backwards. When you introduce different paths that means when the minecart backtracks over a junction that has since changed, then goes past it again after it has changed AGAIN it introduces a situation where suddenly the minecart will be going backwards instead of forwards. See this example: So attackers trying to get the cart to go towards the flag will actually cause it to go back to the start. There are fixes, but it involves pathfinding and that's just not something I can implement in such limited time. In other news:
Last edited by Dusty; 05-24-2017 at 09:45 PM.
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