Darkwind
Camp wars combats.. update

*sam*


Posted May 9, 2020, 12:18 pm
I've successfully tested the code that operates the King of the Hill system for camp wars. So we're ready to go - the first battles are likely around 1 week from now.

I've set it so that the King of the Hill Flag is 150m+ away from both spawn centres, and as far as possible will be the same distance from each (certainly within a few metres).

Scoring starts after 10 turns have elapsed. After that, 1 point is earned each turn by the side which has a non-resigned vehicle or ped closest to the Flag.

I've set the maximum game length to 201 turns (an odd number to ensure we can't have a tie in King of the Hill Points.)

If one side wins through normal means (resignation) before 201 turns, they win the combat and claim the hex tile. They also get to do looting (I will make this optional, on decision of the victor).

If neither has won after 201 turns, then the winner is the one with the most King of the Hill Points. They claim the hex tile but there is no looting.
*sam*


Posted May 9, 2020, 12:19 pm
The next thing I'm going to do is change the rule that gives a per-player vehicle limit in the Camp Wars squads. This will be replaced by a per-player CR limit. Details to follow..

One more thing I will get done before next week is: any character can immediately (on command of their owner, even inside a car) be removed from the combat and put into a footsquad.

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