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Communications #220

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drzel opened this issue Sep 25, 2014 · 4 comments
Open

Communications #220

drzel opened this issue Sep 25, 2014 · 4 comments
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@drzel
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drzel commented Sep 25, 2014

Communications should be as automated as possible. Server side implementation can help with this. Ones that are not automatic should be dynamically assigned to binds depending on whether the player is attack or defence and current flag status. Comms messages should be coloured or centreprinted.

After a player joins a team he should be given the option of attack or defense. This would allow for two features:

  1. Role based class limits. Ie. No hwguy attack.
  2. Role bases comms.

Whether or not this is used in public mode is a matter for discussion.

Attack:

  • "Enemy flag is at ". When a player drops the flag a message should automatically be sent to other attackers with the flag location. As there is no circumstance where you wouldn't want this to occur, it would be really awesome if this information could be included in the centreprint.
  • "Demo down". Again, this could be automatically triggered based on the death message of an enemy defending demoman.
  • "Sentry down". This could be automatically triggered with the death message of enemy sentry.
  • "Dispenser down". This could be automatically triggered with the death message of enemy dispenser.
  • "Going to cap, go for next". This would need to be bound. Only needed when player is carrying flag.
  • "I'm at ". This would need to be bound. (Although a /loc_of_att or /loc_of_def impulse would be cool to print the location of your team mates with the same role).

Defense:

  • "Our flag is at ". When an enemy player drops the flag a message should be sent to all defenders with the flag location. Again, would be awesome if this could be included in the centreprint.
  • "Incoming <high / low / left / right / lifts / spiral / water>". Should be assigned based on map. ie. well6 would have high / low / water, bam4 would have lifts / spiral, mbasesr would have left / right.
  • "Outgoing". As above.
  • "Spy alert".
  • "Reset positions".
@stayoutEE
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Universal messages would be interesting Though this all should be optional (server side?) - leave the freedom to the people! :)

  • Shouldn't offence have "Spy Alert" too?
  • If you wan't to implement Sentry/Disp down messages, they shouldn't be printed/shown when one /kills or destroys it's building (sentry/disp). Only when fragged by someone. Also lava & drowning should not in my opinion trigger 'the automated message'. Otherwise I somehow feel that all those automated messages make this 'team' game too easy.
  • Make incoming/outgoing depentant from flag position (i.e. if carried by hostile player binds turn to outgoing, if flag is at home or dropped return to incoming)?

(to be continued...)

@drzel
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drzel commented Sep 25, 2014

  • Yes, good point. Attackers whould have "spy alert" too so they can notify the defenders of an incoming spy. Therefore "spy alert" shold be sent to all players same team, both att and def.
  • If an engineer dismantles or dets his buildings, this doesn't print a message and I agree, should not trigger a comm.
  • I'm assuming by drowning / lava you're referring to "demo down". I don't agree on this one. It already prints a death message, an automatic comm would just make it clearer. Also it wouldn't make sense if you shot the demoman into a lava pit killing him, but then had to manually issue a "demo down" call. It would also necessitate another bind for this very rare situation.
  • I don't think flag status should affect inc / out binds. Eg. Enemy has your flag and is about to cap. "Reset" call has been issued, and enemy soldier is incoming down spiral. You need to be able to indicate this. I think far better would be a bind for inc and a bind for out with a menu printed based on map.

@drzel
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drzel commented Sep 25, 2014

  • Defenders should also have "Enemy in flag room", for when there's an enemy waiting at the flag for it to return, which happens when the team gives up on an out flag in a well defended spot or when it's about to be capped.

@stayoutEE
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Yes (concerning the demo down message), everything that doesn't involve opposing teams player input cannot result in the automated message. If the last bullet doesn't have 'your name' on it - it doesn't count. Otherwise I get this feeling that you can basically do nothing and know everything that is going on with enemy team/flag. I believe that players should pay more attention during the game and input more into actual teamplay (but, hey thats just me).

  • I just had an idea what if demoman who is on defence could have a 10? second flag return (auto)count down message for the team? It would help others to get back to their positions and securing flagroom, etc.

Too tired to generate more cons & pros...

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