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Capture the flag bugs and other mission questions
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WormDog

Messages: 25,
Joined: Nov 05, 2015,
Location: Chicago
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WormDog

Messages: 25,
Joined: Nov 05, 2015,
Location: Chicago
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I built a nice capture the flag map with 8 players, and there are one glaring bug that came right up:
When one of the players quit the game all their bases turned to flags!
That kind of destroys the whole idea of the carefully designed map.

Request:
I know it is easy to just make neutral bases the flags, but it really would be much better to have a first citizen element. The problem is you still need regular neutral bases to help balance out starting credit advantages.
Doing this would also solve player quit problems. That is, on the create map screen there would be a normal neutral base you can drop and a flagged neutral base you can drop.

Other missions:
Some more helps on the create map screen for how the other missions work is needed.
It's not clear at all just from their names. For example:

  • Survive X rounds? In a multiple player battle, which player wins if more than one survives? Which by the way, on normal maps, is almost always going to happen. Does this mean that you are allowed to create unbalanced starting player maps?

  • Destroy enemy units? Okay the one that destroys more units wins. But then when is the game over?


  • Also note that "Play" on the create map screen immediately stops if the mission is capture the flag.

    Thanks,
    Doug

    The Impaler

    Messages: 147,
    Joined: Jun 07, 2017,
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    The Impaler

    Messages: 147,
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    Actually even if they didnt quit, ANY flag cap in ctf is a win. horrible bug. very dumb. Spooky will never fix it xD

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    Indisguise

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    Indisguise

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    ANY BASE capture is an automatic win.

    Doesn't have to be a flag

    That's what impypoo was trying to say

    CTF works well for maybe 2-4 players or for scenarios as is..
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