Getting League Mode to next level

Getting League Mode to next level

Postby riidom » 26 Jul 2011, 04:12

I have a little request. Can we have some documentation (on wiki maybe) on where to find settings for league mode, how to tweak, what means what etc.? I think there is much experimentation needed to get it well balanced and maybe derive some different sets of variables. So it would be good if there is some documentation for it, so that as much ppl as possible are able to play with it and help to get it playable.
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Re: Getting League Mode to next level

Postby fawstoar » 27 Jul 2011, 01:40

Yeah, if someone set up a League server with some tweaking that would help popularize the game mode, which I haven't tried out yet due to it not being voted for in the map suggestions after games :(

I'll have to try in offline practice, I've noticed the bots have gotten a bit better... is this true, or is it just me?
-Wasabi
Map flythroughs, RE trailers, etc: http://www.youtube.com/playlist?list=PL67578B2BCD99FB7B
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Re: Getting League Mode to next level

Postby qreeves » 27 Jul 2011, 10:23

Well, like a lot of things in RE, I'm hesitant to write any docs for it due to the ever-changing nature of the game, especially for an in-progress feature. We can discuss it here however, and I can give you the info you need.

Currently, League is set up to bind a player to a specific weapon type, so there are league variables for each weapon that influence the player.

<weap>leaguetraits - the traits the player inherits, bit field. Current traits:
- TRAIT_HOVER = 1 (Can use hover pack)
- TRAIT_IMPULSE = 2 (Can use impulse moves)
- TRAIT_BURNRES = 4 (Is burn resistant)
- TRAIT_BLEEDRES = 8 (Is bleed resistant)

<weap>leaguehealth - the multiplier of spawnhealth the player gets, floating point. (eg. 1.5 * 100hp = 150hp)
<weap>leagueweight - the multiplier of the default weight the player gets, floating point. (eg. 0.75 * 100kg = 75kg)
<weap>leaguespeed - the multiplier of the default speed the player gets, floating point. (eg. 1.25 * 100kph = 125kph)
<weap>leaguescale - the multiplier of the default size the player gets, floating point. NOTE: this influences weight and speed. (eg. 0.5 = 50kg and 50kph)
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Re: Getting League Mode to next level

Postby sireus » 27 Jul 2011, 10:37

Well, and now just take that and dump it off at the wiki. Literary form can follow later :P
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Re: Getting League Mode to next level

Postby fluxord » 07 Aug 2011, 10:24

qreeves {l Wrote}:Well, like a lot of things in RE, I'm hesitant to write any docs for it due to the ever-changing nature of the game, especially for an in-progress feature. We can discuss it here however, and I can give you the info you need.

Currently, League is set up to bind a player to a specific weapon type, so there are league variables for each weapon that influence the player.

<weap>leaguetraits - the traits the player inherits, bit field. Current traits:
- TRAIT_HOVER = 1 (Can use hover pack)
- TRAIT_IMPULSE = 2 (Can use impulse moves)
- TRAIT_BURNRES = 4 (Is burn resistant)
- TRAIT_BLEEDRES = 8 (Is bleed resistant)

<weap>leaguehealth - the multiplier of spawnhealth the player gets, floating point. (eg. 1.5 * 100hp = 150hp)
<weap>leagueweight - the multiplier of the default weight the player gets, floating point. (eg. 0.75 * 100kg = 75kg)
<weap>leaguespeed - the multiplier of the default speed the player gets, floating point. (eg. 1.25 * 100kph = 125kph)
<weap>leaguescale - the multiplier of the default size the player gets, floating point. NOTE: this influences weight and speed. (eg. 0.5 = 50kg and 50kph)

Man it looks extremely odd how leaguescale does work... i.e.
{l Code}: {l Select All Code}
tallness   |   fatness     |   speed
-----------+---------------+--------------
    0.50   |        50 kg  |       50 kph
    0.75   |        75 kg  |       75 kph
    1.00   |       100 kg  |      100 kph
    1.50   |       150 kg  |      150 kph
    2.00   |       200 kg  |      200 kph
    3.00   |       300 kg  |      300 kph
    4.00   |       400 kg  |      400 kph
    ...    |       ...     |      ...
-----------+---------------+--------------

Conclusion: "Tall Fat people can run faster than a ferrari" :)

Is this true?
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Re: Getting League Mode to next level *IDEA*

Postby fluxord » 07 Aug 2011, 11:17

qreeves {l Wrote}: Currently, League is set up to bind a player to a specific weapon type, so there are league variables for each weapon that influence the player.

IMHO, I think that the League mutator currently is much like "Arena with physics", which isn't bad, but it is hard to make a good balanced gameplay that way (you know there are 9 weapons... which means 9 classes!).

So, I thought that instead of allowing the player to pick up one weapon (which determines the class/physics), why not do the opposite?

Allow the player to choose a Class/Type/Race/"Whatever" from a list, and that determines which weapons/abilities/physics the player will have (just like John_III pointed out in the very first post in the Team Fortress mod).

As an example of this, I created the following classes show-off example in a very similar to other games like Battlefield, TF, etc., way.
Just to see how the classes could be arranged:
Image

On the example are 4 classes which all use 2 weapons and have unique abilities/physics...
This is just an idea to show off, there could be more classes actually.

But IMHO, I think the Classes/Type pickup menu is more intuitive than the opposite of choosing a weapon.
  • Classes --> determine your weapons/abilities.
  • Weapons --> determine your abilities?
Attachments
league-classes.ods
A spreadsheet for LibreOffice showing an idea of classes for the "League" mutator.
(58.83 KiB) Downloaded 270 times
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