View Full Version : CTF-play

23rd Feb 2000, 07:46 PM
Hello everyone!

Downloaded ver. 2.71 a couple of days ago and have been playing it since, lookin' good guys /infopop/emoticons/icon_biggrin.gif I have a small problem though (This post may belong somewhere else /infopop/emoticons\icon_redface.gif )

Anyway, I like to play CTF, with stand-off set to 1 life, adds a bit o'spice to regular ol' CTF /infopop/emoticons/icon_smile.gif BUT what I don't like is that if one team is completely whiped out, you have to wait for the other team to walk across the entire level to the enemy base, get the flag, walk all the way back to their own base and score a flagcapture before everyone is spawned back into the game. This is a major pain IMHO, on larger maps like CTF-Fin
(Kick arse map btw /infopop/emoticons/icon_smile.gif ) It would be much more player friendly if the team who whipes the other team out, would automatically receive a flag capture point, and respawn everyone, that'd speed up gameplay a bit.

It'd be nice with a quick 2.72 to fix that problem /infopop/emoticons\icon_wink.gif

Commie /infopop/emoticons/icon_biggrin.gif


23rd Feb 2000, 08:24 PM
Hey, that's a good idea

23rd Feb 2000, 10:33 PM
Just some stuff I thought of at the moment: Another alternative, what about timed respawns? Say, if 70% of a team is wiped out, members of that team will slowly be respawned.

Also, would it be possible to change the "weights" of flag caps/ wipeouts? You could give more points for caps with defenders still alive than for wiping the team out. In my experiance, it's a lot harder to get the flag back than kill everyone. This also adds another potenetial tactic- if the scores are close, one team may whittle the defenders down to 1 or 2 people, then try and cap the flag without killing the last defenders for the extra points. *shrugs*

24th Feb 2000, 01:34 AM
good idea on that all team dead game ends.

now for the timed respawn. good idea but it'll suck in practice. if u got a small team, thy better be pretty d@mn good. if you have new players, you'll loose b4 the respawn so it wont matter.

24th Feb 2000, 03:55 AM
I LOVE CTF. It's without a doubt the best regular UT gametype, with Domination in second IMO...
I had an idea though, and I might post it in the suggestion forums, unless it's already been said...
Anyway, I think any person carrying a flag should be slowed down a bit... maybe even 10% or so, but just enough so somebody could catch him, that way his team would have to work harder to protect him! Anyway, that's just my idea...

25th Feb 2000, 07:17 AM
My 2 cents:
The instant flag capture after destroying the entire opposing team and the flag weight are great ideas. Also if other gear is going to weigh players down some teamplay elements could be thrown in concerning loadout and who's packin' what. For example: A team of 6 infiltrators decides on one or two guys who will gear up light in order to move faster, jump farther etc. These guys could pack twin glocks, no armor and a medkit. They would be light, fast and hopefully protected. This would encourage the other team members to protect the flag capturers from start to finish. I have played too many CTF games were it feels like evryone wants to just go get the flag and score some points, and the only way you know you are on a team is because others have the same color.

That would be me...gettin' fragged.

28th Feb 2000, 02:03 AM
Moved from General Infiltration Talk