Cowardly Tactics in Duel
Well, in weapons duel, you can't really run away, since the weapons have such a long range.Mad Max RW wrote:Yeah, most of the time I have some dude try to show off his grapple skills instead of fighting. The damn thing should be disabled in duel if you ask me.
For melee duel tho, I'm all for taking the grappler out
-
- Posts: 563
- Joined: Sun Aug 03, 2003 11:34 am
- Location: Canadia
- Contact:
Don't you dare take the grappler out.
It provides to much unique gameplay.
How about during the final 30 seconds If the player with the least hp is accelerating away from the other player for more then 3 seconds, he slows down so the other one can catch him...
It provides to much unique gameplay.
How about during the final 30 seconds If the player with the least hp is accelerating away from the other player for more then 3 seconds, he slows down so the other one can catch him...

[23:21] <DH> everybody knows coders are robots
[23:21] <DH> and should be treated as such
[23:21] <JimMarlowe> shhh
-
- Chaotic Dreams Team
- Posts: 2331
- Joined: Thu Jul 17, 2003 5:25 pm
- Location: Wherever Dreams Go Stale.
What I was proposing earlier in the Devs as a counter to Ties , and also as a round ender that would put both players at equal risk is to have Sudden Death vortex Round. Where at the end of the round time limit , Vortexes begin appearing at the Pathnodes. firs t one , then two , then four , then eight then sixteen at 2 second intervals.this way both players have an equal chance of death . Obviously both players will get sucked up into the vortexes , but the player to get slurped first takes a loss , and the other player gets neither loss nor win , and just move to the bottom of the line. at the end of the Round during the vortex portion grapples will be disabled to keep plauers from grabbing the nearest solid object. Also , due to the Inherent lag caused by multiple vortexes , we will use a special , Low graphic vortex.
-
- Posts: 64
- Joined: Wed Sep 03, 2003 1:00 am
- Location: Deep in the Wasteland
- Contact:
I dunno about vortexs but that is a good idea, maybe there can be differen't sudden death harzards for differen't maps.Pepito wrote:What I was proposing earlier in the Devs as a counter to Ties , and also as a round ender that would put both players at equal risk is to have Sudden Death vortex Round. Where at the end of the round time limit , Vortexes begin appearing at the Pathnodes. firs t one , then two , then four , then eight then sixteen at 2 second intervals.this way both players have an equal chance of death . Obviously both players will get sucked up into the vortexes , but the player to get slurped first takes a loss , and the other player gets neither loss nor win , and just move to the bottom of the line. at the end of the Round during the vortex portion grapples will be disabled to keep plauers from grabbing the nearest solid object. Also , due to the Inherent lag caused by multiple vortexes , we will use a special , Low graphic vortex.
A knight of the new........
-
- Chaotic Dreams Team
- Posts: 3290
- Joined: Sun Apr 06, 2003 6:22 am
- Location: Arizona
- Contact:
I still like voting. It's simpler to code and more effective IMO.
My Chaos Google Drive (sounds, etc):
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
How about a more advanced scoring system? Hits are worth points, and kills are worth lots of points. This would reduce losing people running away because the player's who's ahead will still win, bit it gives incentive for the guy doing better to keep going for the big K.O.
It would also be cool to figure out a way to determine if a character is moving away from the other to the point it would be deemed cowardace and then punish their insolence.
It would also be cool to figure out a way to determine if a character is moving away from the other to the point it would be deemed cowardace and then punish their insolence.
-
- Posts: 36
- Joined: Sun Dec 21, 2003 11:27 pm
- Location: WA state
Personaly, I have to agree with Carb. If ya cant catch some one with the Grapple, then IMO ya need to work on your grapple skills.
I know what you are thinking. Yes i have whacked people in the air, hanging from the top bridge on Duel_Forsaken by my grapple. And yes i was swinging
Practice practice

I know what you are thinking. Yes i have whacked people in the air, hanging from the top bridge on Duel_Forsaken by my grapple. And yes i was swinging

Practice practice

The Dark Side of Chaos.
Again any thing we do could be use to "ruin" the game. If you get two good grapplers in the map then you both could not catch each other. And this still does not address the fact that you still could have people running away from fight instead of fighting. Adding random vortexes is cool, but I do not want to add any randomness to a fight. If you win it should be for skill and not mere luck of having the enemy standing right next to a vortex in OT. Then we have to realize that they still can play Duel W/O Chaos Mut. so that means we have to consider how do we handle those cases as well. Voting would work so long as you have honest players which we does not happen all of the time. So we are right back in the idea phase. I think Mel may be on to something....
Jb
-
- Chaotic Dreams Team
- Posts: 2331
- Joined: Thu Jul 17, 2003 5:25 pm
- Location: Wherever Dreams Go Stale.
Personally I'm totally against having hits Count in the event of a tie. that only supports Cowardice , as it allows a person to hit someone once and take off running , as long as they dont get caught , theyre guaranteed a win.
IMo the Best solutions I can see here are Voting , and of course , my suggestion , an indiscriminate Vortex round end.
there are also problems with both , In voting , the player who runs isnt Always be the one who gets voted out. Players would probably vote out the better player , so that they wouldnt have to face them.
the problem with Vortex round end , is that if one players running and ones not , scince vortexes are indiscriminate , the better player could get slurped and take a penalty whereas the worse player could get off with only being sent to the bottom of the list.
IMo the Best solutions I can see here are Voting , and of course , my suggestion , an indiscriminate Vortex round end.
there are also problems with both , In voting , the player who runs isnt Always be the one who gets voted out. Players would probably vote out the better player , so that they wouldnt have to face them.
the problem with Vortex round end , is that if one players running and ones not , scince vortexes are indiscriminate , the better player could get slurped and take a penalty whereas the worse player could get off with only being sent to the bottom of the list.