The Haus

Wednesday, December 8, 1999

On Q3A CTF

Todd Hollenshead posted a couple of messages in this thread on the Quake3World forums regarding Quake 3's Capture-the-Flag. Here's a couple o' snips:
Countering this [that Q3A CTF is much faster that Q2] is the fact that players (flag carriers) are more vulnerable to attack. No more autodoc+200armor+powerarmor+250cells = I AM A ONE MAN CAPTURE MACHINE! type stuff (and incidentally, no more powerup races for the doc and pain amp). Even with 200 armor and 200 health and a medkit, two people with RL's can beat the flag out of you pretty quickly. And of course on CTF3 and CTF4 you can be knocked into the void or the hellfog - and it doesn't matter how powered up you are - and the flag gets returned.
Even if Q3 CTF totally sucked (which I doubt it will) this alone would make it worthwhile. CTF is a team thing, not a "one man wrecking crew" thing.
The scoreboard stuff definitely will get fixed, and not just for CTF because people run off the scoreboard in games with a large number of players. This is a known issue.
Thank heavens. I never understood why they used such a huge font with so much space in between the lines.
The "forcejoin" option needs to be implemented, I agree, because you just can't count on people to even up the teams on their own. For some reason people always want to be on the winning team (I just can't figure out why ;-) I actually thought this was in. There is a way to bandaid this until it's implemented, however, with callvote because you can boot players that overload one team or the other.
People are so incredibly lame with this. Heaven forbid that we have to try hard to win!

Right now, I can't offer much more along the lines of commentary. But, I will have my copy of Q3A within four hours! Rapture! Expect a full run-down to be forthcoming.

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