Sofaking said:Adjustable Node Control Interval {Default = 10sec}
Adjustable Points for Node Control {Default = 1.5}
Option to award points for optional side nodes {Default = False}
Adjustable Points for Power Core Destruction {Default = 50}
Adjustable Power Core Health {Default = 2000}
Option to switch sides after core destroyed {Default = False}
Option to allow Tie Games {Default = True}
What it does: you score 1.5 points per 10 seconds, per node you hold. This does not count for option nodes, but it does count for disconnected draining nodes. The example I like is that if you have both Tank nodes at Cross, but you've lost your Prime, while they hold their Pime and Center; you're still even.
Cores have the same damage value as nodes, this will promote faster gameplay and more rounds. If you destory a core you earn 50 points. Once destoryed a new round will begin in 10 seconds (with countdown "New round in, 5, 4, 3, 2, 1).
This is a new, still unnamed, game type. Suggestions there are welcome. Also, the actual rate of scoring, value, core value, etc is all still open.
By doing this, a tie game would be impossibly rare. So, you can now play both sides per Euro rules without the risk of a tie. Close games will seem a lot more close, and rapes will seem a lot worst. This is good and bad, but CAL like a system that demonstrates an appropriate gap. All current CAL games are one map, both sides. This also suits that style of play.
Fundamentally, all the core gameplay of ONS is untouched. What is touched however is that you no longer have a two minute game that's followed by a ****ty ten minute end game. Teams can and will want to rush the end game forcing the new round. Twenty minutes of non-stop action.
Now, the issues outstanding are as follows:
-Time. Should it be 20? 12 at the PL works well, but the PL's 12 is based on the fact that you have standard ONS. 20 minutes per side is common for TDM, CS:S, and other games.
-Score, 1.5 per 10 sec + 50 core? Plays well, but the core value maybe a little high. But as you play both sides you either control or you don't. I'm thinking core value at 50, but 1.5 per 5 rather than 10.
Outstanding bugs/issues/to-dos:
-Power-ups hold to the clock, they don't restart for new rounds.
-Gametype defaults at 2 players
-Create a system that will flip teams and their score after 20 minutes. Also dump back into warm-up. This way you can play seamlessly. May be impossible.
After the next beta I will make a public release. Please continue to help beta test and support.
DL here: http://puregaming.javanex.biz/puregaming/downloads/CompONSBeta2.zip
Play PUB here:
216.52.184.138:5620
Also on uMA 1 and Pony Show for PUGs/Scrims
- Sofaking, Onscentral.com