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Riffing a bit... (Health mechanics in CTF)

Discussion in 'Capture the Flag' started by Sir_Inge, Jul 21, 2017.

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  1. Sir_Inge

    Sir_Inge Well-Known Member

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    So, I'm thinking about steak and instakills (can I get an ironic RIP). The whole reason that one hit kills existed was because any less damage left the person with time to steak, negating the damage. Now, enough hitting would render the person dead anyways, but with a less occupied flagroom or a less skilled defense, it's entirely possible for a person to escape 9 hearts true damage where a one hit would've... one hit them (Oh gee didn't see that coming did you!?). The entire problem was a the ability to escape anything less than that with one hotkey. Is quick healing this a mechanic we want? Great question. Let's pretend we do actually want to change something for the continuation of this threads' sake (although feel free to debate this in the comments). What if we slowed down or stopped quickly healing in entrain contexts?
    2 ideas:
    1. Assign a no opponent steak within 5 seconds of being hit to a class (probably elf because... it's elf and it needs all the usefulness it can get)
    (if you use elf please forward all hate mail to 1600 Pennsylvania Avenue with all your other hate mail for annoying orange)
    2. Program a mechanic (developers all heavy sigh on 3...) where a player getting hit by a certain number of opposing players in a timeframe, let's say 3 players within 5 seconds, can't steak for 5 seconds until no hit is registered for... let's say 3 seconds. Medic healing wouldn't be changed, so the player could still be theoretically healed, but this would allow for many more recoveries in situations where that would normally be very difficult. (Ex: 3 medics and an engineer guarding the flag holder) and would make flags ar easier to defend.

    Thoughts? Minor tweak but it could be worth exploring.
     
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  2. Claod

    Claod Well-Known Member

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    This is honestly way to complicated for me and probably impossible to understand for the average player. Steak should just heal 4 hearts and that's it.
     
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  3. Sayan

    Sayan Well-Known Member

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    i am slow

    what
     
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  4. Salty_Ivan

    Salty_Ivan Well-Known Member

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    First of all, welcome back.
    Now, if you don't get a clean steal, usually you lose most if not all of your steak within 10 seconds of leaving the flag room. I feel this change is unnecessary because it only serves to make defending more overpowered than it already is. Outside of matches, this can be very problematic because teamwork is, for the most part, nonexistent and going into a flagroom one by one with just 10 hearts against pyros, dwarves, assassins, and ninjas isn't enough.
    Now, as a chemist main I often complain about chemist's "non instant healing". This is because the potion needs to hit the ground before you can get the hearts back and when attempting to steal, this often results in the chemist dying before all 5 health potions can be used, barring potspam. (However, if you do use all 5 you're probably toast after that anyways.) This is a mechanic that is one of a kind for chemist and is balanced by how much the potions heal. Now, if it were the same with steak, why have instant healing in the first place if you're not going to be able to use it when it matters most?
     
  5. Sir_Inge

    Sir_Inge Well-Known Member

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    It's matches and balanced play that I was referring to where teamwork is more prevalent. Obviously in a well defended flagroom nobody is going in solo and stealing and the steak delay would just decrease the chance of that occurring, well put. However, for more competitive play some sort of calculated or situational delay might balance the game.

    Big words, much technicality.
    tl;dr Steak slower when hit by many people.
     
  6. Spades_

    Spades_ Former CTF Mod

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    For the casual player, this might become frustrating. They would know that they have a healing item (in this case steak) and when they try to use it, it wouldn't work when they need it the most.
    For matches, okay this idea might be a little more interesting, but since the majority of ctf played is casual, this idea would do more harm than good. People who want to cap, but don't have someone nice enough to play medic for them, would not have a chance of capping in casual. In my opinion, defense and recovery already has the edge, as it should. It's a well thought out idea, with a lot of detail, however it's just not practical enough to be added for the casual player.
     
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  7. Sir_Inge

    Sir_Inge Well-Known Member

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    Possible implementation on match servers then? Could we have competitive settings for CTF? If you look at other huge standalone games (madden, nba2k, halo, cod) they all have certain sliders and/or levels of play that change the tuning of certain things. Defensive backs in Madden, for example, can be tuned to either play ball and go for the pick or bat the ball down and play conservative. Maybe CTF would benefit from competitive settings?
     
  8. Cardonation

    Cardonation CTF JMOD | CMS Leader

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    This idea is defenitely worth looking into. Personally, I would change it up to make it so if (for example) an elf shot a medic with an element, that medic can't heal anyone for a short amount of time (alternatively, if someone is shot they can't be healed by teammates). Preventing a flag carrier from consuming steak seems too overpowered (I speak from experience). There are times where I've had to steak regardless of support from any class(es). I do like the concept/elf buff.

    Idk about this one. On certain maps that are defensively orientated, this mechanic would crush offense. It motivates working together, which is nice, but I still feel that it's too good. On a map like Opposites Collide, you could have half decent heavies on defense and clear any offense (as if heavies couldn't already do that).

    I don't feel this is too necessary, but it's a unique idea
     
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  9. Spades_

    Spades_ Former CTF Mod

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    If it were only to be implemented on competitive? Then this idea does have potential. I'm a fan of an elf buff, and since I main on defense I'm a little biased towards it. But as mentioned above, there are some maps that already heavily favor the defense. But I guess if the offense coordinates well enough with the medic, then it could work out.
     
  10. Sir_Inge

    Sir_Inge Well-Known Member

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    I'm typically in favor of strong defensive mechanics due to the difficulty of recovering on some maps that aren't built for a strong defense. Furthermore, when you have a hard cap on how many goals wins a game as well as a timer, defense is a must. Because games are kept low scoring, defense must be overpowering compared to offense.

    Look at hockey. The game is low scoring due to the small scoring area, goaltending being permitted, and prohibitively large equipment on goalies as well as many other players who take on the role of playing defense.

    Now look at basketball. Defenses that are stifling (Spurs, Warriors, Jazz) typically allow 100 points per 100 possessions, whereas a porous defense (Nuggets) allows about 120-130. No matter how good your defense is your opponent will score due to no goaltending, a relatively elevated basket, and the un-guardable nature of certain scoring moves such as the skyhook when mastered.

    So what's my point? Because CTF has a hard capture limit (often 3, as many as 5, as few as 2), the game is inherently low scoring and must favor defense for the game to be balanced.

    Let's not forget one thing though: The lower the score, the more luck is a factor, not skill.

    If you enjoy reading, read this. If you want the main point, skip this paragraph.
    Hockey is, according to mathematical calculations, the least skill-based game. Football and baseball are in the middle, and basketball favors skill over luck. In a typical NHL game, about 3-6 goals are scored in total. In basketball, games typically feature 180 to 230 points scored or 90 to 115 goals scored. In baseball, scores fluctuate wildly based on pitching, but it's uncommon for teams to score above 10, so let's say at most 16 runs are scored and at least 3 are scored. Football also varies more widely, but the scores are often between 14 total points and 49 total points. That means teams are scoring a total of 2 to 7 times (For simplicity's sake, we'll call a field goal a half a score). This is on par with baseball.

    So what I'm saying is: if we make CTF matches more defensive, it becomes more balanced, but luck plays an even larger role. Do we want that?
     
  11. Spades_

    Spades_ Former CTF Mod

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    I understand what you're saying sports wise, and I do prefer defense having an edge over an offense. However, in ctf at the moment, it really depends on who you have playing what. If you have a skilled pyro, multiple ninjas, an assassin, and some heavies there's practically no way the offense can cap. Especially on defensive oriented maps. I believe that there shouldn't be an overall change in the game, and I prefer to have the game based on skill rather than luck.

    Like I said, it depends on who is on what team, and what they're doing. Not the actual code of the game. Defense and offense depends on the players and their skill, it shouldn't (imo) have a more dependence on luck.
     
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