OFPSDEV / BECTI

Mission Development for OFPS
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Slow down Town Captures #120

Closed SpanishSurfer closed 9 years ago

SpanishSurfer commented 9 years ago

I need to slow down the speed at which towns are capped when it's "all clear." It should take minutes and not seconds, the fast rate is causing issues.

DanielVF commented 9 years ago

With this change Bluefor/Opfor town occupation forces should affect town captures in the same way that resistance forces do. This should stop fast capping.

I've only been able to test this change with me vs the resistance, not bluefor on opfor. It needs that testing.

SpanishSurfer commented 9 years ago

How do you think this will this work if a player is in the shaded area and defending a town that his team owns? Will he be able to prevent a whole team from capping the flag or just slow it down? If its the latter then that's exactly what we need. On Mar 21, 2015 10:51 AM, "Daniel Von Fange" notifications@github.com wrote:

With this change Bluefor/Opfor town occupation forces should affect town captures in the same way that resistance forces do. This should stop fast capping.

I've only been able to test this change with me vs the resistance, not bluefor on opfor. It needs that testing.

— Reply to this email directly or view it on GitHub https://github.com/OFPSDEV/BECTI/issues/120#issuecomment-84363194.

DanielVF commented 9 years ago

A player outside the flag zone, or either team, won't affect it at all. We could make it so that players work like town occupation if you wanted.

On Mar 21, 2015, at 11:50 AM, SpanishSurfer wrote:

How do you think this will this work if a player is in the shaded area and defending a town that his team owns? Will he be able to prevent a whole team from capping the flag or just slow it down? If its the latter then that's exactly what we need. On Mar 21, 2015 10:51 AM, "Daniel Von Fange" notifications@github.com wrote:

With this change Bluefor/Opfor town occupation forces should affect town captures in the same way that resistance forces do. This should stop fast capping.

I've only been able to test this change with me vs the resistance, not bluefor on opfor. It needs that testing.

— Reply to this email directly or view it on GitHub https://github.com/OFPSDEV/BECTI/issues/120#issuecomment-84363194.

— Reply to this email directly or view it on GitHub.

SpanishSurfer commented 9 years ago

If players have no effect we'll leave it that way to prevent a player from hiding in a building and making gameplay painful, good job man can't wait to test. On Mar 21, 2015 11:52 AM, "Daniel Von Fange" notifications@github.com wrote:

A player outside the flag zone, or either team, won't affect it at all. We could make it so that players work like town occupation if you wanted.

On Mar 21, 2015, at 11:50 AM, SpanishSurfer wrote:

How do you think this will this work if a player is in the shaded area and defending a town that his team owns? Will he be able to prevent a whole team from capping the flag or just slow it down? If its the latter then that's exactly what we need. On Mar 21, 2015 10:51 AM, "Daniel Von Fange" notifications@github.com wrote:

With this change Bluefor/Opfor town occupation forces should affect town captures in the same way that resistance forces do. This should stop fast capping.

I've only been able to test this change with me vs the resistance, not bluefor on opfor. It needs that testing.

— Reply to this email directly or view it on GitHub https://github.com/OFPSDEV/BECTI/issues/120#issuecomment-84363194.

— Reply to this email directly or view it on GitHub.

— Reply to this email directly or view it on GitHub https://github.com/OFPSDEV/BECTI/issues/120#issuecomment-84376317.