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Team Games under development

110 Antworten [Letzter Beitrag]
dharokan's Bild
Last seen: vor 3 Tage 4 Stunden
Modo
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Hehe Pjotr - it's really fun to play in a team with you :p

Actually I like that you have to coordinate your team on your own. With some players, that works very nice. With others, you can simply forget it ^^
Since not only a few players seem to have these difficulties, it might really be worth thinking deeper into it.

Pjotr schrieb:
1) Now the "ghost robot" programming seems to be working really fine. Taking that technology to further use, if possible - if each team could see ghost robots for the other team members with the same colour as the robots, or with a team number tag, while programming, one could more easily see where the others are and when, to avoid shooting, bombing or pushing them etc.

I think this would lead to a mess. With 3 ghost robots in different colours and 8 real robots... optical overkill.

And the problem of lags would be multiplied. Because each client would have to send every click in-time and the server would need to send them out to all the other clients... connection overkill :p
(Right now the client only needs to send the final validated sequence once per turn.)

Pjotr schrieb:
2) Another possibility could be that team members are making their moves one at the time - say player 1  in team 2 programs his robot first and validates. Then it's player 2 in team 2's turn, and so on. The game time would be longer due to this of course, so it might not be a very good ide, but that way everyone would see what the other team members do, and program the robots based on that.


Well, imho this would destroy the flow of the game.
Allthough...

enigma schrieb:
wouldnt in case 2 somone always get the first push?

This would be no problem. Because the order of movement depends on the timespan you need for entering your moves, not on the actual point of time you validate. So for player 2 of a team, his time could start after player 1 entered his moves.

Still I think this would feel more "unconvinient" to players...

And actually here comes the same discussion we modos had about the ghost preview: It's thinking vs playing skills. We came to the conclusion that the preview will be only available for new players.
Isn't this the same for the team mode? Maybe any helps we might invent here should be switched off for experienced players too.

Well.. unfortunately there are no good ideas so far :(

One simple idea: What about givving different time limit options for team games? 
For example 60 secs to 180 secs ?

Dharo



enigma's Bild
Last seen: vor 1 Woche 4 Tage
Titanium bot
Beiträge: 340
Points: 344
hmm 180 240 300s? more for 10 then 8 then 6?
dharokan's Bild
Last seen: vor 3 Tage 4 Stunden
Modo
Beiträge: 779
Points: 783
What are you talking about, enigma?

I remember that I told you quite often in the past.
Please try to ballance the quantity of your posts to their quality.
At the moment it feels like spamming again and 50% of your writings are not easy to understand.
(Like this here above, for example)
Pjotr's Bild
Last seen: vor 26 Wochen 3 Tage
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Beiträge: 78
Points: 83
Well, my thoughts are maybe best kept as thoughts... :-) Good point of views, Dharo. So, I will just remain beeing a lousy team player, lol!

/Pjotr
dharokan's Bild
Last seen: vor 3 Tage 4 Stunden
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Meeeeeh, that's not what I wanted to say! lol

You are not the only one with this opinion.
Skorpia, Snekkja, Tof... teamplay seems to be difficult for many players.
This is no offense!

We want RS to be attractive to as many people as possible. 
So maybe we need to change something on team mode.

I just have no idea what...
Pjotr's Bild
Last seen: vor 26 Wochen 3 Tage
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I did not take offense Dharo, you know me... :-)  And I agree... Teamplay is a really good idea, a lot of good work has been done with it (f ex the sorting of the teams), so I guess we just have to keep thinking and brainstorm about it...
chris's Bild
Last seen: vor 1 Jahr 3 Wochen
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Sure, I'm still open to improve it before a public release, but we don't have many efficient ideas for the moment.
Sometimes good ideas (like showing team moves) can lead to more confusion instead of a better coordination. Maybe there is not currently enough differences in gameplay to make the team mode exciting ?
Pjotr's Bild
Last seen: vor 26 Wochen 3 Tage
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Beiträge: 78
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Thought about it once again, and still, a preview of team-members' moves aren't that bad anyway. Because - at most, you are three persons in a team (otherwise, someone has made really lousy teams). So:

1) Would really (only) three ghost robots in three different colours be "too much", visually? It's not like there's going to be 8 different ghost-bots hopping around on the map... But still, if so, perhaps the team-mode ghosts could be a bit smaller - a smaller cross or circle, for example, instead of the current full square robot-shaped ghost?

2) Another variation is otherwise if you at least see their ending position after validating. That would tell you at least where you´re teammates are going, so you f ex don't push them. That together with the moves in the chat would make it easier to make a clever move compared to where your teammates are going.

Whatever we do - if it's possible to change minimum game time to 45 sec instead of 30, I think that would be good.

A few more thoughts, that was...

/Pjotr
enigma's Bild
Last seen: vor 1 Woche 4 Tage
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what I was trying to say is limit the max time per amount of players 3m for 8 players 2m for 6 1m for 4 players minimum time....
diaphanous's Bild
Last seen: vor 3 Jahre 52 Wochen
Tech bot
Beiträge: 2
Points: 2
Dear All,

I am a new-ish player, and would love to see this start coming to life,
Why can't normal players start team games yet? Just modo's?

P.s Enigma, you're never playing the game, yet you seem to make loads of (not being rude) WIERD suggestions...

Lay off the admins a bit mate, they have alot going on with team games/ghost robots, etc...

Love you all

Diaph...