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  #1  
Old 10-19-2012, 08:31 PM
chesspig chesspig is offline
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Default Multiple Teams in TBD

Hi, the title says it all really.

Team Base Destruction with 3+ Teams.

There would be many nuances that would make or break it as a mode, but this could be a very fun thing to add to altitude.

here are some questions that come to mind to start off with
  1. does destroying a base end the game, or just eliminate that team?
  2. Is players_per_team, a sever setting, map setting or something that is chosen by players. Say on a 12 player server obviously you could have 4v4v4, 3v3v3v3, 2v2v2v2v2v2; but how is this allocated?
  3. would there be an inter-team chat function to facilitate alliances?
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  #2  
Old 10-19-2012, 09:27 PM
leggomyeggo leggomyeggo is offline
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i actually remember someone made like a 4 team tbd map, but i don't have the energy to search for it. anyways, the main problem is just that with a 2d game, there's no real way to balance where each of the bases are placed. one team will always have an advantage and one team will have a disadvantage.
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  #3  
Old 10-19-2012, 09:41 PM
Kennedy Kennedy is offline
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How about maps with multiple bases for two teams?
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  #4  
Old 10-19-2012, 10:22 PM
chesspig chesspig is offline
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Quote:
Originally Posted by leggomyeggo View Post
i actually remember someone made like a 4 team tbd map, but i don't have the energy to search for it. anyways, the main problem is just that with a 2d game, there's no real way to balance where each of the bases are placed. one team will always have an advantage and one team will have a disadvantage.
Oh ok, I'll have a look around for it.

I think what you describe is simply about making a good map. In cave there are slightly different roles for the left/right teams, but it still seems balanced.

Most maps are designed to go: 1---><---2

But there is no good reason why maps couldn't be designed to go:
1--->2--->3--->

Middleground seems like a great map to expand to 3+ teams.

wraparound, base 1, middleground like area, base 2, wall, base 3, middleground like area, base 4, wraparound

If the centre is equivalent to the wraparound, there should be no advantage.

I also think that there can be evenness of base positioning, but also balance based on counter-play and compensation. So for example there could be a high base in the middle, which is easier to access, but defence is given the altitude advantage, so easier to defend with bombers.

Cool things could happen too like, say, if you destroy someone's base you get their players.
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  #5  
Old 10-19-2012, 10:29 PM
lxyao lxyao is offline
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I actually really like this idea, although it might get abit ffa like with more than 4 teams. I reckon 3 teams would have the best gameplay.
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  #6  
Old 10-19-2012, 11:13 PM
leggomyeggo leggomyeggo is offline
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Quote:
Originally Posted by chesspig View Post
Oh ok, I'll have a look around for it.

I think what you describe is simply about making a good map. In cave there are slightly different roles for the left/right teams, but it still seems balanced.

Most maps are designed to go: 1---><---2

But there is no good reason why maps couldn't be designed to go:
1--->2--->3--->

well 1 and 2 are the same distance apart as 2 and 3 are, but 1 and 3 are nowhere close to each other. so, 2 is at a disadvantage because both 1 and 3 would be gunning for them.

Middleground seems like a great map to expand to 3+ teams.

wraparound, base 1, middleground like area, base 2, wall, base 3, middleground like area, base 4, wraparound

If the centre is equivalent to the wraparound, there should be no advantage.

I also think that there can be evenness of base positioning, but also balance based on counter-play and compensation. So for example there could be a high base in the middle, which is easier to access, but defence is given the altitude advantage, so easier to defend with bombers.

Cool things could happen too like, say, if you destroy someone's base you get their players.
the thing is that you can make them equidistant from each other, but some bases would have to be lower than others. otherwise, you're going to have at least one base that is in the middle, which is going to get hit harder than the outer bases. i can guarantee you that if you have 3+ teams all lined up and they are all of semi-close skill level, the bases in the middle will get taken out first.
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  #7  
Old 10-19-2012, 11:44 PM
chesspig chesspig is offline
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Quote:
Originally Posted by leggomyeggo View Post
the thing is that you can make them equidistant from each other, but some bases would have to be lower than others. otherwise, you're going to have at least one base that is in the middle, which is going to get hit harder than the outer bases. i can guarantee you that if you have 3+ teams all lined up and they are all of semi-close skill level, the bases in the middle will get taken out first.
Wrong dude. wraparound wraparound wraparound. All bases will have opponents on either side.

so let's say the map is simply 1---2---3---

and i can see how you would think that teams 1 and 3 would just gang up on the middle team, but from the perspective of team 3 it would be

2---3---1---

and for team 1 it would be

3---1---2---

so if the map has a wraparound that is equivalent in someway to the distances, there is not limit to even base placement.
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  #8  
Old 10-20-2012, 12:32 AM
evilarsenal evilarsenal is offline
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wont happen

simply because its the suggestion forum
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  #9  
Old 10-20-2012, 02:53 AM
leggomyeggo leggomyeggo is offline
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Quote:
Originally Posted by chesspig View Post
Wrong dude. wraparound wraparound wraparound. All bases will have opponents on either side.

so let's say the map is simply 1---2---3---

and i can see how you would think that teams 1 and 3 would just gang up on the middle team, but from the perspective of team 3 it would be

2---3---1---

and for team 1 it would be

3---1---2---

so if the map has a wraparound that is equivalent in someway to the distances, there is not limit to even base placement.
wraparounds do not work well. even if you have a wraparound, it's just logic to think of it as 1---2---3. no one wants to go into uncharted territory, it's practically a death wish most of the time.
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  #10  
Old 10-20-2012, 04:39 AM
Greekjr14 Greekjr14 is offline
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no

fkyourchars
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  #11  
Old 10-20-2012, 05:58 AM
Thermo Thermo is offline
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Good idea, but they bailed on this game, so it isnt gonna happen
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  #12  
Old 10-20-2012, 11:33 AM
Void Void is offline
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i like this...nuke fest
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  #13  
Old 10-20-2012, 02:25 PM
JWhatever JWhatever is offline
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There is this old 2D DOS game called TASO, which had roughly the same idea as Alti TBD. You flew with helicopters and you had to destroy the enemy base. The game supported up to 4 players (read 4 teams) and their bases were all aligned up. The level didn't have any wraparounds but instead the level was like a cylinder or a carusel.

link to vid: http://www.youtube.com/watch?v=DT_kDnLJm4c

At 0:47 you see the blue player fly his nuke to the red base from his left side and around 2:07 he flies his chopper from his right side.

If alti mechanics had an option for this then the >2 team tbd would work although without proper map designing, the maps could become kinda confusing.
(maps could have landmarks or the backround colors would define what region you're in. In a red v blue v green v pink game the backrounds could have a tint of each color in corresponding territory)

-J

Last edited by JWhatever; 10-20-2012 at 02:28 PM.
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  #14  
Old 10-20-2012, 05:05 PM
classicallad classicallad is offline
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I like this idea, if the maps were designed well it could be a whole lotta fun.
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  #15  
Old 12-05-2012, 10:41 PM
silent skies silent skies is offline
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I suggested this ages ago: http://altitudegame.com/forums/showthread.php?t=5069

Though I tried to conceptualize maps that didn't hinge upon wraparounds.


Wraparound maps would work better if wraparound actually continued to just pan the view instead of the current 'blind' wraparounds we have now.
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