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Polishing up TC

Got a great new idea for the game?

Polishing up TC

Postby Articsledder » Mon May 28, 2012 10:09 pm

At the moment, TC is the orphan game made of Aos. Everyone says they like it, but no one plays it. So instead we have TOW, but with the 64 player update supposedly coming soon, I doubt the linear type of TC TOW has will be able to support 64 people fighting over a single tent. So instead, I feel 5 changes should be made to TC.

-Lock the final, rearmost CP until 1 team captures all the others. Right now it is impossible to win because 1 person always gets to the very back and flips the sides.

-Make CP's less linear. The default generation code already does that, but it could be improved. Have, say, 5 CP's spawn, 2 as the rear bases, and 3 out in the middle of the map, with 1 spawning in the center, 1 spawning in the north, and 1 spawning in the south.

-Make the tent spawning code seek out peaks. Right now spawning seems to be random, but it would be best if CP's spawned on highpoints, instead of valleys where grenades can be spammed down onto them.

-Increase the capture time/number of people required based on the number of people playing. In a full 32 player server is is crazy how fast 4 people can capture a CP even with enemy's present. Also it would encourage teamwork if it required more then 1 person to capture CP's.

-Decrease the vertical capture zone. This shouldn't need much explaining. At the moment you can capture a CP from the bottom of the map. Limit it too 3-5 blocks below the surface.


Any suggestions/constructive criticism?
Last edited by Articsledder on Tue May 29, 2012 9:13 pm, edited 1 time in total.
aend tehn teh cahirs began to snip
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Re: Polishing up TC

Postby ChaosTLW » Mon May 28, 2012 10:16 pm

Make it so you can't enter the CP to camp, and I'm all in.
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Re: Polishing up TC

Postby beastydool1 » Tue May 29, 2012 5:29 am

Yeah I think CPS should be spawned on high points instead of valleys also. +1
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