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My little big proposals (archived by Tomahawk) - Printable Version

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My little big proposals (archived by Tomahawk) - ocean - 20-10-2013

hey guys,

i was thinkin... there's some i would change inm the first place at least on ND:

- recruitment system - 7/4 kill ratio is ... lame tbh, we should focus on maturity of the candidates, not put the pressure on pointless k/d ratio which gives no information about the entering recruitee. this way (swimming with current stream) we invite everybody who can just beat the opponents by 7/4, even if its the dude who haven't familiarized with the rules or its currently megasurprised about them (when met on the gameserver)...
- trial period during the candidate is checked should last minimum 2 weeks of high activity of the candidate. We are'nt able to judge the lad who enters the gs once per a week.

- wj rule - detailed situation on fueldump - wj should be absolutely forbidden on axi base roof, in any case, doesn't matter some1 got up there thanks to the doors or not. It complicates already complicated a bit rules.

Take care Smile


RE: My little big proposals - Bread - 20-10-2013

Agree with both.


RE: My little big proposals - Joris - 20-10-2013

The first suggestion, has already been discussed a few months ago, when we implented the new Recruitment system. The maturity of people is tested by the Recruiters, and they post their opinions. If you look well at all the applications, not everyone got through, mostly because most of them had 'problems' (annoying little kids in server) or they just never came back after. The new system did help. About the 7/4, it is just to check your skills, and make sure you are not a complete noob. As you have some skill, you can help beginning players with explaining stuff, like best to aim, or when to crouch etc etc. Maybe it's a bit useless yes, but the maturity is already tested, it's just a thing to end it. To make the tryout complete.

About the second suggestion: Agree.

Joris


RE: My little big proposals - ocean - 23-10-2013

So can we officialy implement the second point? On fueldump, axis base roof access is forbidden in any case. This would eliminate this nasty problem once and for all.


RE: My little big proposals - Antho - 23-10-2013

You mean forbidden for allied players, or also axis players?


RE: My little big proposals - ocean - 23-10-2013

Exactly Anth, both sides without any exceptions. Simple, clean rule which doesn't bother admins much looking the way "How the suspected guy got over there" etc. Just waste of time. Admin spottes wjer there - warn, splat - whatever.


RE: My little big proposals - Bread - 23-10-2013

I agree. It should be forbidden, regardless of what team or way you got in. WJ is WJ, period. It shouldn't be allowed for EITHER teams.


RE: My little big proposals - Antho - 23-10-2013

Can it be blocked through mapscripts or something?


RE: My little big proposals - Bread - 23-10-2013

MST's, Chuck, Schaapje: Was this ever implemented?
(16-07-2012, 08:11 PM)Destroy666 Wrote: I found something interesting:
http://etpro.de/load/mapscripts/mapscripts/anti_spawn_kill_roofs/15-1-0-102

Those are anti heavy sk mapscripts, they add an invisible brush in spawnplaces which blocks airstrikes/arty/mortar and they match most of our disallowed places (can be edited for those which do not). If ND admins want, I could add this to current mapscripts.

Original topic: (only supremes can see) http://board.twcclan.org/thread-787.html


RE: My little big proposals - ocean - 23-10-2013

(23-10-2013, 05:59 PM)Antho Wrote: Can it be blocked through mapscripts or something?

It can, I personally impelmented similiar source code in case i was rebuilding / modifying fueldump map on one of my former servers iStar.FueldumpOnlyXPSave.

Here it is

http://www.mediafire.com/view/4c9y42hgoz874ub/antiwalljump_fueldump.txt

although afaik it doens't work with the axi base front doors. But there's no problem I suppose to add few triggers and holders with right xyz coordinates (doors in this case) which prevent to make any jump from there, the same way as it works against the walls and axis base roof. You would have also to replace the line

spawnflags "2" // allied_only

with spawnflags "3" //axis (1) + allies (2)

Some code work should solve it. I think Ligustah could implement the script direclty into fueldump.map (original script). The script doesn't need do download (it weights maybe few kilobytes) cos its server-side directly managed .