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A-Game-MechanicsTechnical issues about game physics and rulesTechnical issues about game physics and rules
Description
We are working on a branch vampire-mode (that branch is now frozen). It provides a different build point system than the traditional mining system. The main idea is that there is a fixed amount of build points, and no miners. To gain more build points, a team is required to destroy enemy buildables. This steals build points from the opponent team.
I will try to put all information needed to test and host this branch in this issue.
To enbable the vampire mode, use
set g_BPVampire on
This is enough to test it.
To host a server, also use
set g_maxMiners 0
set g_BPBudgetPerMiner 0
It is probably a good idea to increase the build point budget from 80 per team, so a server might also do
set g_BPInitialBudget 120
Please edit this comment if something is missing.
Summary of gameplay changes
- Destroying an enemy buildable steals half of its BP cost from the enemy team (adjustable by
g_BPVampireFactor). The sum of BP budgets of both teams remains constant during a game. - The current BP budgets of both teams are shown in the HUD.
- There is no sudden death, nor a gradual equivalent like the decaying BP recovery rate. BP recovery is instant. This means that there is no "hidden" game state depending on
level.timeanymore. - Negative build points are not possible.
TODO
- Check the absence of any problems with setting
g_BPInitialBudget{Aliens|Humans}in 0cd8536#diff-af04bd294f81cc99869a6cf8d2a9101fad00107e756ac57caf2d301717a96d55R1112
Believed to be solved by Vampire mode: do not abuse the g_BPInitialBudget* cvars #3287 - Current vampire mode modifies the cvars
g_BPInitialBudget{Aliens|Humans}each time a buildable is destroyed. Find out whether this makes the server send the serverinfo to each client automatically. In any case, consider leaving these two cvars constant and save the current state somewhere else.
Believed to be solved by Vampire mode: do not abuse the g_BPInitialBudget* cvars #3287
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A-Game-MechanicsTechnical issues about game physics and rulesTechnical issues about game physics and rules