Classic-Fortress / server-qwprogs

Classic Fortress qwprogs. Based on TF 2.9.
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Communications #220

Open drzel opened 10 years ago

drzel commented 10 years ago

Communications should be as automated as possible. Server side implementation can help with this. Ones that are not automatic should be dynamically assigned to binds depending on whether the player is attack or defence and current flag status. Comms messages should be coloured or centreprinted.

After a player joins a team he should be given the option of attack or defense. This would allow for two features:

  1. Role based class limits. Ie. No hwguy attack.
  2. Role bases comms.

Whether or not this is used in public mode is a matter for discussion.

Attack:

Defense:

stayoutEE commented 10 years ago

Universal messages would be interesting Though this all should be optional (server side?) - leave the freedom to the people! :)

(to be continued...)

drzel commented 10 years ago
drzel commented 10 years ago
stayoutEE commented 10 years ago

Yes (concerning the demo down message), everything that doesn't involve opposing teams player input cannot result in the automated message. If the last bullet doesn't have 'your name' on it - it doesn't count. Otherwise I get this feeling that you can basically do nothing and know everything that is going on with enemy team/flag. I believe that players should pay more attention during the game and input more into actual teamplay (but, hey thats just me).

Too tired to generate more cons & pros...