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Team Games under development

110 replies [Last post]
pilou's picture
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Well, at least they have chosen who to be with.
dharokan's picture
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Finally I find time to reply here.

Very nice thought, Skorpia - thanks for posting them.

We all seem to agree on switching off team damage. (At lest by default. Hope dies last ^^^)

So let me collect the further ideas here once more:

1. Friendly fire heals teammates

Pro: Less anger, interesting strategies possible
Contra: Might be confusing

2. Custom labels for team communication

This is what I understood from Scorpias draft: A player could paste a note anywhere on the map. 
This note would be visible to all team members.
Maybe the player could even write some text onto it?

Pro: Could be a nice way for easier discussions indeed. 
Contra: Totally new interface element needed

3. Preview of teammates planned ways

Lines or arrows on the map that show the planned ways of every team member.
I suppose they should only appear after validation and though they would be a good addition to the chat sequences.

Only Chris could estimate the needed efforts for this. To me it sounds complex but maybe the ghost routines cover a lot of the work already.

Those lines should be in the bot's color but discrete and not too thick, of course.

Pro: Intuitive way of showing moves of your teammates
Contra: Maybe much work?


To me, the lines preview sounds best, at themoment. Most intuitive and less confusing.


What I like most on Scorpias posting ist the suggestion of different new modes of playing.
(@Chris: Could you dig out my oooold collection of those ideas, too?)

But why should this be only for team mode? I could also imagine news modes without teamplay.

Here are a few adhoc suggestions by Dharo:

Coin run

No teams. Unlimited lives. At the beginning of each turn, a few coins are dropped to random positions. Players' main goal is to collect those coins.
The player with X coins (maybe a settable option from 10 to 20) wins the game.

Additional treat: When a player dies, he drops a red coin that counts double.

Just kill

Like normal deathmatch. Unlimited lives. The first robot with X kills wins. 
(maybe a settable option from 10 to 20)

Robot on the hill

One player plays the "robot on the hill". He should be much stronger than the others (maybe all powerups infinetely?).
Apart from that, rules as normal deatchmatch.

Possible alternative: The other robots play as team.


I like Scorpias ideas with different roles, too. We should just try to keep it as simple as possible.

A huge challenge would be to include this into the user interface. 
Especially if we need special maps for the modes.

Maybe a completely new game model would be needed, without the old classification of deathmatch vs race only.

But this story should be told in a different thread ;)


Oh, and of course we should keep Pilous suggestion in mind for later developments.

Cheers,
Dharo.


 
skorpia's picture
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Hey, don't get me wrong, i'm not sCorpia !
dharokan's picture
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Oh, apologizes!





:D


chris's picture
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Very good ideas here :D for future releases of course, but this permanent brainstroming is good for us to find new ways of playing around RS basis.

For now, I checked the core move code again and it seems quite "easy" to :
- implement friendly fire protection within a team
- use the ghostbot routine to show the crossed cells by each robot

If those 2 improvements really make the team mode working (I mean great to play without anger) I can also show real time lines for crossed cells : each time a teammate selects an action, his teammates can see the moves before final validation.

If those 2 first (and last) improvements don't really make the current team mode working, I think we'll have to find a new way of playing for teams, as Dharo and Scorpia suggested, or a new way of challenging teams as Pilou (and Amloo) suggested.
enigma's picture
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i think the idea for indicators would be nice as maybe symobls like pointing arrows and weapon cursors that fade after being shown.

and no i do not object i just dont want to to much trolling going on Robostrike should be fun for everyone :)

the idea of a sheild protecting yourself from freidnly bombs sounds good i have no objection to that maybe bombs would be assigened a team to whopever dropped them and only thus hurt your enemys.
scorpia's picture
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dharocan wrote:


1. Friendly fire heals teammates

Pro: Less anger, interesting strategies possible
Contra: Might be confusing



What'll be confusing?
By the way, you might underline ally's shot by a different color to clarify which shot hurt and which one heal.

dharocan wrote:


2. Custom labels for team communication

This is what I understood from Scorpias draft: A player could paste a note anywhere on the map. 
This note would be visible to all team members.
Maybe the player could even write some text onto it?

Pro: Could be a nice way for easier discussions indeed. 
Contra: Totally new interface element needed



Yes...and no x)
My idea was more to make different cell targetable so that an ally's can understand and react quickly to your move.

dharocan wrote:


3. Preview of teammates planned ways

Lines or arrows on the map that show the planned ways of every team member.
I suppose they should only appear after validation and though they would be a good addition to the chat sequences.

Only Chris could estimate the needed efforts for this. To me it sounds complex but maybe the ghost routines cover a lot of the work already.

Those lines should be in the bot's color but discrete and not too thick, of course.

Pro: Intuitive way of showing moves of your teammates
Contra: Maybe much work?



I believe the previous idea can deal alone with the team coordination.
If we add this, it may be a little too much in the map and will become more confusing than helpful.

However, if this is a possible evolution of the map, we should be able to filter differents moves (=to be able to show/hide ally's move and choose which one we wanted to see)





About different mode for team game, my suggestions was just to put into perspective the potential of this game mode.
Without any doubt, the priority is to make the team mode work effectively.


Scorpia
enigma's picture
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would it be possible to have team damage enabled or disabled as a option?

one thought i had is hpow team select is random ehat if there was a option before game if somone could select team 1 2 or 3 or go random instead.
dharokan's picture
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More input, nice! :)
 
skorpia]What'll be confusing?<br /> By the way, you might underline ally's shot by a different color to clarify which shot hurt and which one heal.[quote=dharocan]Good idea about the colours. Anyway, friendly shots would behave very different to the normal game. Still I like this idea a lot.<br /> <br /> <strong><span style="color:#ffa500">2. Custom labels for team communication</span></strong><br /> <br /> [quote=skorpia wrote:
dharokan wrote:
This is what I understood from Scorpias draft: A player could paste a note anywhere on the map. [ ... ]
 Yes...and no x)
My idea was more to make different cell targetable so that an ally's can understand and react quickly to your move.

Oh, even simpler... okay so we have 3 different approaches for these 'labels' now :)

Well, labeling (or highlighted cell tiles which I call here labels too) would be obsolete if we preview the team moves on the map - and vice versa.

So we should first decide, which way we prefer:
Custom labels or a preview of the team's moves.


Anyway, I would go with Chris at this point: Moves preview + damage prevention could be an effective combination to reach our aim of a nice teamplay experience without too much anger.

skorpia wrote:
dharokan wrote:
3. Preview of teammates planned ways
If we add this, it may be a little too much in the map and will become more confusing than helpful.

That what I thought too, at first glance. Now I think in discrete lines on the floor that would show the moves of your team members.

Anyway, it will be tricky to prevent those lines from covering each other.


enigma wrote:
would it be possible to have team damage enabled or disabled as a option?
That's what we are discussing here ;)

enigma wrote:
One thought I had about the random team selection is if there was a option for selecting team 1, 2 or 3 before the game or go random instead.
That's not only random. The host of a game can set teams at his will and change anything until he finally starts the game.

Dharo[snip]

enigma's picture
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what if instead of the host choosing the players get to choose instead.