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Discussion: Natural Selection / Natural Selection - General Discussion - Suggestion for captains plugin - Originally Posted by micr0c0sm captain should be able to type: Beowulf<node or Beo<node Originally Posted
  1. #31

    Kerostasis's Avatar

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    Re: Suggestion for captains plugin

    Quote Originally Posted by micr0c0sm View Post
    captain should be able to type:
    Beowulf<node
    or
    Beo<node
    Quote Originally Posted by Wyzcrak View Post
    I like this. It goes on my list, even if with a low priority.
    On the random guess that chat-parsing is somehow better when you are looking for something that always appears at the front of the message, rather than anywhere inside it, allow me to suggest a syntax:

    <text sets your own note to "text"

    >name text sets the note for player "name" to "text"
    Darkilla: In short, NS is pretty much really fast chess. With guns.
    Yoshi MCF: The fact that you speak Wyz doesn't disprove his insanity. It only proves yours.
    Pokerface: It's now cheaper to put gas on my cereal. I am saddened.

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  3. #32

    blu.knight's Avatar

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    Re: Suggestion for captains plugin

    I kind of stopped watching this thread for a lil...
    If you guys want to test out my captains plugin, bug Wyz and then send me a PM.

    Features:
    + Allows Two Captains
    + Second pick automatically picks twice
    + When picked, team join is automatic. Return to the readyroom is not allowed.
    + Only captains can say "ready/notready"
    + After round1, everyone is pulled to the readyroom and able to join either their side or stay in the readyroom... When both captains join everyone is sucked on to the correct team.

    The syntax for it was...

    /captainme (this can be cahnged to /captain to conform with current plugin)
    /pick name

    The only feature I am missing that I can tell, is that I currently do not allow the first pick to pick their team.

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  5. #33

    micr0c0sm's Avatar

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    Re: Suggestion for captains plugin

    Quote Originally Posted by blu.knight View Post
    I kind of stopped watching this thread for a lil...
    If you guys want to test out my captains plugin, bug Wyz and then send me a PM.

    Features:
    + Allows Two Captains
    + Second pick automatically picks twice
    + When picked, team join is automatic. Return to the readyroom is not allowed.
    + Only captains can say "ready/notready"
    + After round1, everyone is pulled to the readyroom and able to join either their side or stay in the readyroom... When both captains join everyone is sucked on to the correct team.

    The syntax for it was...

    /captainme (this can be cahnged to /captain to conform with current plugin)
    /pick name

    The only feature I am missing that I can tell, is that I currently do not allow the first pick to pick their team.
    can you have < substitute for /pick so i can do:
    <raeducks

    or at least /p to save me up to 24 characters???

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  7. #34

    Kerostasis's Avatar

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    Re: Suggestion for captains plugin

    I'm not really fond of forced-teamjoins like that. It takes too much power out of the hands of the players.
    Darkilla: In short, NS is pretty much really fast chess. With guns.
    Yoshi MCF: The fact that you speak Wyz doesn't disprove his insanity. It only proves yours.
    Pokerface: It's now cheaper to put gas on my cereal. I am saddened.

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  9. #35

    micr0c0sm's Avatar

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    Re: Suggestion for captains plugin

    ...I have never seen, not once, a time where a captain picked a player and the player didn't join, EXCEPT when that player was afk. Forcing will help move the process along especially with an afker.

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  11. #36


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    Re: Suggestion for captains plugin

    Quote Originally Posted by Kerostasis View Post
    I'm not really fond of forced-teamjoins like that. It takes too much power out of the hands of the players.
    What exactly do you mean by takes power out of the hands of the players? Are you planning a mutiny or something?
    aka Roland (the Headless Thompson Gunner; not of Gilead)

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  13. #37

    1Stop|Beowulf's Avatar

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    Re: Suggestion for captains plugin

    besides, don't be fooled into thinking this is a democracy . . . benevolent dictatorship all the way.

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  15. #38

    blu.knight's Avatar

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    Re: Suggestion for captains plugin

    Quote Originally Posted by micr0c0sm View Post
    can you have < substitute for /pick so i can do:
    <raeducks

    or at least /p to save me up to 24 characters???
    That would be easy as pie. Though I'm not going to bother unless lots of people want to test it on the server.

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  17. #39

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    Re: Suggestion for captains plugin

    Quote Originally Posted by micr0c0sm View Post
    ...I have never seen, not once, a time where a captain picked a player and the player didn't join, EXCEPT when that player was afk. Forcing will help move the process along especially with an afker.
    If there's no problem, why do we need a plugin to fix the problem? And plugins can't use intelligence/discretion to handle weird corner cases. Just let people join teams on their own.
    Darkilla: In short, NS is pretty much really fast chess. With guns.
    Yoshi MCF: The fact that you speak Wyz doesn't disprove his insanity. It only proves yours.
    Pokerface: It's now cheaper to put gas on my cereal. I am saddened.

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  19. #40

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    Re: Suggestion for captains plugin

    One problem that might occur with that plugin blu.knight, what if after round 1, let's the the side that's going marines lost a player.
    Both captains join a team so everyone is forced onto their teams. Now it's 5-6 (for example)... and without the players being aloud to RR, how might that be resolved?

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  21. #41

    blu.knight's Avatar

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    Re: Suggestion for captains plugin

    Well, in captains games it's often not resolved. If the captains picked their team, their picks do not go to the other team to balance. I have seen it happen sometimes, but for example, when there are only 15 people on the server the extra man doesn't play marines both times.

    You do make me realize one flaw though, which is that it wouldn't know who's on what team if people are quitting and rejoining...

    I don't really think people want the plugin so I'm not going to develop it further to handle that case, but if I'm wrong about the intrest level... I definitely can think of ways to fix these problems.

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  23. #42


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    Re: Suggestion for captains plugin

    I still think the only problem with captains is not enough people stepping up to do it, once we have two captains the rest usually goes fairly smooth. From what I've seen, there are generally two reasons someone who has captained in the past might not want to captain at a given time. The first is the situation where the first captain is a very highly skilled player, and nobody wants to fight the uphill battle of the other team having an extra first pick. I have no idea how to solve that issue, but lopsided captain skill can make for some fairly one-sided games. Maybe we should have a captains' ladder, where anytime you're on the server at the same time as someone close above you (maybe within three?), you could /challenge and it would assign those two players as captains, with the winner keeping the top slot of the two. Probably not something that would work, just looking for ways to minimize this problem.

    Second is the "well I would captain but I don't have a plan", which is often the reason I don't captain too much these days. Last summer I took some time and came up with a list of crazy plans to try, most of which failed miserably but a few of which I now use regularly when captaining. For anyone who'd like to captain more often but runs into this second problem, I highly recommend coming up with this sort of list, and just leave it lying around near the computer you use for ns. These don't need to be something that's never been done before, just things you'd like to try again (although it is fun to have something completely unorthodox that turns out to actually work). Then, the next time someone asks for captains, you can just pick something off your list and be ready to go. Speaking of which, I should really go think up some crazy...

    On a side note, just because you're not planning to comm doesn't mean you shouldn't set the strat on marines. Often the player you choose to comm would have volunteered to captain if he had anything he wanted to try, so he may appreciate you laying out an interesting strat. The only thing here is that this type of plan should be more detailed than "early ___".

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  25. #43

    Wyzcrak's Avatar

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    Re: Suggestion for captains plugin

    Early underscore never wins.
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    Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.

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  27. #44

    blu.knight's Avatar

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    Re: Suggestion for captains plugin

    I think it's actually quite a viable strategy.

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  29. #45

    micr0c0sm's Avatar

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    Re: Suggestion for captains plugin

    pirate hats = more captains.
    at the very least a cool icon.

    too bad i don't know how to code stuff.

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