kinsi55 / CSGO-GhostStrike

Custom gamemode for CS:GO
https://forums.alliedmods.net/showthread.php?p=2462443
GNU General Public License v3.0
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Suggestions for game mode or type #6

Open gingerbreadassassin opened 6 years ago

gingerbreadassassin commented 6 years ago

I just hosted a LAN party this past weekend and GhostStrike was a huge hit. We had a ton of fun. Thanks for developing and publishing this plugin.

However, I have a couple suggestions (some of which may be addressable using CVARs native to the CSGO server. If so, it might be prudent to include these in the readme):

1. Implement half time, where teams switch sides. We had to resort to the native voting menu at the end of the game to switch sides and restart the match.

2. Lock the teams after start. In a LAN this wasn't an issue, as everyone wanted to have fun so they just followed the rules. In a public setting I think a match needs to be setup and then locked, similar to splewis' pugsetup. Perhaps using his plugin alongside this will work, but I haven't tried.

3. Limit or inhibit the negev. At least while it's "discounted", the negev is just too OP for both teams, but T's definitely benefit more. Limiting to a single player, raising the price substantially, or disallowing altogether should be options.

4. Incentivize CT Trolling. At present, it's a lot of fun to press reload and toy with the Ts. Having a CT pop in and out of existence a-la Fight Club is hilarious, but not especially rewarding. It would be fairly difficult I think to implement this, as a CT should only be rewarded while in a T's cone of vision.

5. Player assignment should be T biased. If teams are unbalanced or small, Ts should always have one more player than CTs. With 4-6 players in a server, the CTs can just pair off with a single T, and upon bomb plant, kill all of them instantly. This balancing problem is worse when CTs outnumber Ts.

All this was done on a custom gametype (gametype 3 / gamemode 0) server. If that should be different, it should probably be in the readme.

Again, thanks for this plugin. It breathed new life into a game that can sometimes get monotonous. If most of these issues can be worked out, I'd definitely like to spin up some public instances of this.

kinsi55 commented 6 years ago
  1. Halftime works just fine as long as your server is set to default competetive settings (The only mode i've tested it in), theres nothing in the plugin inhibiting it.

  2. Doing that is beyond the scope of this plugin. It's been played on public servers before and locking teams really is not necessary IMO.

  3. Again, beyond the scope of this plugin. Also, i believe Valve has added ConVars to limit / disable weapons, dont quote me though. If not theres (advanced) plugins out there to limit / block weapons.

  4. Not impossible to do, but what do you think could be a viable reward?

  5. I kinda wanna say it is beyond the scope here as well? I've played it 5vs5 before and didnt really feel like it was biased towards any team, however it is designed with 5vs5 in mind. If theres more than 16 players playing it it, as documented, doesnt work anymore as designed for.

gingerbreadassassin commented 6 years ago
  1. OK, classic competitive translates to gametype 0 and gamemode 1

  2. Understandable, and I agree. I'll try splewis' plugin alongside yours when I get the time and see if they're compatible.

  3. In searching, I also found "mp_weapon_self_inflict_amount" which hurts the shooter if they miss. This could be an interesting way to mitigate negev spam. "mp_weapons_allow_heavy 0" disables heavy weapons for both teams. This also disables shotguns, so I guess another plugin would be required for more granular control. "mp_weapons_allow_zeus 0" might also be worthy of mention.

  4. Health, armor, money, or any combination of the three. I suppose it would be similar to using a medical or HEV station in Half-Life, where x amount of whatever is granted per second you're seen by a T. If implemented, rewards and rates of reward should be tunable, so we can easily find balanced values.

  5. I think if it's 4v4 or 5v5 it's evenly balanced. It's just that in the wee hours of the morning, when not as many players were available, 3v3 or 2v2 was heavily CT sided. 1v1 was unplayable, of course. I don't think this should be something forced by the plugin, but rather just recommended rules.

3 and 5 I think would be best implemented as suggested rules in the readme, rather than designed into the plugin.

kinsi55 commented 6 years ago

5 Already is in the readme :P

It is tested, and meant to be played 5v5, so a normal "competitive" base. [...] You should allow Max 8v8, anything above that becomes an unplayable game (Because the gamemode is not designed for that much players).

As for 3, i myself do not really mind negev spam. This way CT's have something to fear, giving T's more room to feel a bit safer and not have somebody right next to them post plant. But yeah, if you want to restrict it, its pretty much on you.

gingerbreadassassin commented 6 years ago

Appreciate the discussion. Hopefully future server owner (probably myself, next year) will find this thread useful.