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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0004098 | Zandronum | [All Projects] Suggestion | public | 2023-02-09 03:49 | 2023-02-11 21:49 | ||||||||
Reporter | Xenaero | ||||||||||||
Assigned To | |||||||||||||
Priority | low | Severity | feature | Reproducibility | unable to reproduce | ||||||||
Status | new | Resolution | open | ||||||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||||||
Product Version | 3.1 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0004098: Overtime options | ||||||||||||
Description | An overtime-related discussion in a competitive Discord made me consider potential options that players may enjoy in a multiplayer Doom port. A server variable that can be toggled to enable behavior might be a benefit for both players and event runners, and can generate some hype and spectacle. Overtime rules may differ between game modes due to objectives between them. Here are some running ideas I had bouncing around in my head: • Frag-based/life-based modes where competitors/teams are even when the svar is enabled may just suspend the timelimit ending the match and the next frag/suicide will decide the match. Another idea is an additional <x> minutes are added to the clock, sort of like an overtime period in major sports. • Item possession-based modes (CTF/Skulltag) where competitors/teams are even when the svar is enabled have a couple potential routes. One is unlimited overtime, where it goes until a winner is decided. A second idea is based on who has possession of the flags/items when the clock strikes zero. Held flags/items can be considered "live" and as soon as they are returned, they cannot be picked back up. This creates a "final stand" scenario, and can be pretty spectacular. In this hypothetical, if all teams' flags/skulls/etc are back home, the game ends in a tie. Overtime options have the capability to add some fantastic options for both competitive and casual play, and depending on implementation, can add options for modders to implement as well. | ||||||||||||
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Xenaero (reporter) 2023-02-09 04:07 |
I was informed by WaTaKiD that sv_suddendeath already exists and would fulfill the base needs of overtime. While that's on me for not doing my due diligence on checking for that option, I would still like to have this suggestion remain for alternative, more fine-tuned overtime behavioral options. |
Kaminsky (developer) 2023-02-09 14:20 |
sv_suddendeath takes effect only when the timer runs out and all players or teams have the same score. After that, the next player or team to earn a frag or point wins the game. I think overtime should work differently. For instance, in CTF or Skulltag, overtime (if enabled) should apply when the timer expires and at least one team's flag/skull isn't at their base yet. There doesn't necessarily need to be a tie to go into overtime. - This gives any teams that are still carrying an enemy team's item one last chance to score a point. - By this point, items that are already at a team's base can't be picked up by the enemy. Only items that are dropped can still be picked up. - Once all items are back at the base, either because they've been captured or dropped and returned, the game ends. I don't know if the game should go into sudden death if overtime still ends in a draw. Depending on long the overtime period lasts, it might be better to just end the game and move on. |
Xenaero (reporter) 2023-02-11 21:49 |
I would agree, I doubt further overtime periods are needed if one expires. It's more of a "last stand" type deal, the way I picture it in my head. |
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Supporters: | No one explicitly supports this issue yet. |
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Date Modified | Username | Field | Change |
2023-02-09 03:49 | Xenaero | New Issue | |
2023-02-09 04:07 | Xenaero | Note Added: 0022758 | |
2023-02-09 14:20 | Kaminsky | Note Added: 0022759 | |
2023-02-09 14:21 | Kaminsky | Status | new => feedback |
2023-02-11 21:49 | Xenaero | Note Added: 0022760 | |
2023-02-11 21:49 | Xenaero | Status | feedback => new |
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