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Plain Text, pasted on Apr 5:
King of the Kill

1. each team starts with 3 minutes on their clock

2. both team clocks are visible at all times on the HUD

3. when a player enters the control point, they begin to "capture" it

4. if a enemy enters the control point at the same time, the two cancel each other out (no more capture progress is made temporarily)

5. if a team fails to successfully capture the point, their capture progress slowly fades if there is no one on the control point

6. if a team fails to successfully capture a point, and enemies begin to capture it, their capture progress begins to fade even quicker
(based on # of enemies capturing the point) - once the enemy capture progress is depleted, that team may begin capturing the point and making their own progress

7. while a team is capturing a point, the more players standing on the control point - the faster they capture it (more teammates capturing = faster capture rate)

8. when a team captures a control point, their clock begins counting down

9. if a team that controls the point loses control of it, their clocks stop counting down, and the enemies clock begins counting down

10. first team that runs their clocks down to 0:00 wins

* teams spawn in their own bases on opposite sides of the map
* teams fight over a control point located in the center of the map

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Notes:

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capture progress and capture rate are very important factors of the mode

without capture progress it makes it nearly impossible for a team to sucessfully capture a point

consider this:

team A has been capturing the control point for 8 seconds, 2 more to go to successfully capture it (hypothetically - the amount of time to capture should vary because of the capture rate)

team B successfully defends the control point by killing all of team A

without capture progress, team A losees all of their progress capturing the point instantly, and team B can instantly start capturing the point

while with capture progress, team B has to wait for team A's capture progress to become depleted before they can start capturing the point themselves.

during that time, team A reinforcements may arrive to the control point to finish off the job of capturing the point, rather than losing all capture progress instantly.

sometimes, this will make it easier to capture/defend the control point while othertimes it will make it harder.

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capture rate is also very important, without varying capture rates a team only has incentive for 1 player to be capturing the control point at any given time

as the capture rate is the same regardless of the number of players on the control point

with varying capture rates, the more teammates that are on the control point, the faster they can capture the point/deplete the enemy team's capture progress/etc.

this forces people to worry more about teamwork over their own personal score - assuming they want to win :D


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