UTXMP on TWL

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Naib

New Member
Jan 31, 2004
332
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[DF]phalanx said:
imo 25 seconds is a bit long
/me hates 20+ seconds respawn everytime i die

With a low deploy time, it's almost imposible to hack a delpoy in a clan game. Even with 25 it can be almost imposible to get one of the sunset beach deploys. I've seen games where one team gets both deploys, and the game is as good as over
 

iddQd

Yours truly
Dec 26, 2001
1,219
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38
Sweden
25 secs isn't as long as it sounds, it's not very often you hit the respawnbutton and have to wait that long.
 

Majai

New Member
Aug 18, 2004
55
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cyb said:
clear wins and losses are nice indeed and when a team wins by energy or is able to have all 4 artifacts registered in their artifactnode things are clear.

but there are teams out, who have a very tide defence so it can and has happend before that the timelimit is reached and each team still has artifacts in their nodes. in such case you can on one hand consider a point-system (depending on artifacts in possesion, generators hacked, remaining teamenergy ... - there is a mutator, which keeps track of these things for u2xmp), on the other hand you could just count this map as a draw. here again i point to the jolt-system.
personally i think a draw is the best and fairest for both clans.

finally, what is bad with having a long match. the longer the better and the most fun :) .

I can see your point. It makes sence. I just dont like it much.

Some of us can not do long matches because we have other obligations such as a family and taking over an hour and half for a match alot to ask. 4 Games is just too much.
 

SweetTooth

Evil Clown
Oct 4, 2004
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ok without havving played UTXMP since i am not a lucky beta tester, /me sheds a tear, and on my previous knowledge of how ladders are run... it will more than like end up being best of 3... the way ONS works is it is best of 3 maps being 20 minutes until overtime, and we all know that means at least 5 extra minutes of overtime for good stalemated teams... so 3 maps at 20+ minutes a piece is LONG! 4 maps at 25+ minutes a piece would be insane...

however do not take this as what is going to end up in the rules for TWL... it is just my simple opion on this matter... the creation of the rules will be discussed by the community... my clowny butt doesnt have final say...but i wish had power like that :) lol
 

|pure|Destruction

New Member
Jan 22, 2004
81
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I think 15/20 second deploy time.
50% ff.
20 or 25 mins should be long enough for a map. @20min. 3 maps is an hour/4maps=1h20min. At 25mins a map, its 1h15min for 3 maps/4maps=1h40min.
Point system like jolt is sorta ok. Id rather have points per artifacts and gens.
10 points per artifact, 5 points per generator owned at the end of the map.
4 artifacts=40 points + gens.
If its a draw after the third map in points, ex: each team has 60 artifact points and tied on gen points, either more maps are played til a winner prevails or a win goes to both teams, or the 4th map can be double points.

Imo, 3 maps are enough. Still the game should have a built in point system or a mod should be made.
 

cyb

New Member
Dec 15, 2003
529
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SwiftPaladin said:
Try making a poll in this forum, at the least. Anyway, I'd vote jolt rules.

probably most of the old school xmp players would do that. ;) because they are close to perfect.
 

cyb

New Member
Dec 15, 2003
529
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|pure|Destruction said:
I think 15/20 second deploy time.
50% ff.
20 or 25 mins should be long enough for a map. @20min. 3 maps is an hour/4maps=1h20min. At 25mins a map, its 1h15min for 3 maps/4maps=1h40min.
Point system like jolt is sorta ok. Id rather have points per artifacts and gens.
10 points per artifact, 5 points per generator owned at the end of the map.
4 artifacts=40 points + gens.
If its a draw after the third map in points, ex: each team has 60 artifact points and tied on gen points, either more maps are played til a winner prevails or a win goes to both teams, or the 4th map can be double points.

Imo, 3 maps are enough. Still the game should have a built in point system or a mod should be made.

like Naib stated before, even 25 seconds redeploy time can be to short. you need to remember that a ranger or a gunner needs 10 seconds to hack with full personal energy (tech 5s, these values are for u2xmp, but will be the same or at least should in utxmp). so when you see people spawning as a gunner, you have 15 seconds to kill all of them (without using your jetpack) and then start hacking the bloody thing. if you should be out of luck you will reach 90%, a gunner spawns and blows you away .. all for nothing.

with 15 seconds deploytime you will have 5!! seconds or less to kill all the spawning enemies.

as for getting points for each generator. i don not think this is good idea. xmp is about artifacts and managing energy, not about artifacts and energy. if a team can set up a proper defence with only 1 generator you would punish them for that.
imagine a map with 3 generators, noone is able to register an enemy artifact, at the end each team still has 2 artifacts. team A has one generator, team B 2. team B wins 30:25 because of a generator?! ... i wouldn't like that.
 

Naib

New Member
Jan 31, 2004
332
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Maybe have the server keep track of the average number of arties and the average energy level for each team. If both teams have 2 arties at the end, first look at average number of arties, then the average energy.

That would allow the winner to be the team that was ahead for the majority of the map
 

PhatAzz

Phat n Pnunky Phreaky Phunny Phull
Sep 15, 2004
234
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Magwa said:
please no behind veiw.....:(

Boggle, why should this matter?

Indy already said that cjing causes blindness in 3rd person view. Etc.

Get over it, they've castrated the gunner class, aight?
 

Magwa

New Member
Sep 28, 2004
99
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well i do not want them to change anything from the original but using behind view to me is lame it was lame in CTF and every other game i have played and if it effects the gunner how would that castrate him?
 

dutch_gecko

Think Pink
Jun 16, 2004
1,882
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www.dutch-gecko.co.uk
Magwa said:
well i do not want them to change anything from the original but using behind view to me is lame it was lame in CTF and every other game i have played and if it effects the gunner how would that castrate him?
It doesn't just gives him a dead leg ;)
I vote Jolt rules :)
 

Gumby

Pretty in Pink!
Feb 29, 2004
958
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A long long way from home...
behind view is so you can see where you're going!

I know it's probably too late, but what about conc nades providing only 80-90% blindness in behindview, so at least you can vaguely see where you're going!!