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ID | Project | Category | View Status | Date Submitted | Last Update |
0004310 | Zandronum | [All Projects] Suggestion | public | 2024-06-05 15:40 | 2024-06-05 15:40 |
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Reporter | unknownna | |
Assigned To | | |
Priority | normal | Severity | tweak | Reproducibility | N/A |
Status | new | Resolution | open | |
Platform | | OS | | OS Version | |
Product Version | 3.1 | |
Target Version | | Fixed in Version | | |
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Summary | 0004310: Possible alternate TeamLMS scoring mode with sv_respawndelaytime and sv_maxlives 2+ |
Description | From observing some modern FPS games on Twitch, I had an idea for an alternate scoring mode for TeamLMS, not to replace the current one:
If sv_maxlives is 2+, award a win to your team when all players on opposing teams are dead even if they have lives left.
Combined with higher sv_respawndelaytime values, this would increase the stakes as players are forced to try to stay alive until other teammates are able to respawn again. It would allow a team to survive for as long as they're able to keep a single player alive on their team.
It would also speed up games that have a higher winlimit set combined with extra lives.
As of now, all lives have to be spent until a team is awarded a win, and combined with sv_respawndelaytime, surviving players could organize to camp at spawn spots waiting for players on opposing teams to respawn so they can spawn-kill them. |
Additional Information | This would be akin to a mix of Call of Duty's Resurgence TeamLMS-style mode, and VALORANT, where it awards a win when all opposing players are dead.
Right now, regular TeamLMS plays like a buffed up version of TeamDM until lives run out. This alternate scoring would change it up, but would be best when combined with sv_respawndelaytime and extra lives. |
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