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05-20-2007, 02:30 AM #46
- Join Date
- Mar 2006
- Posts
- 40
Re: Suggestion for captains plugin
I'm jaded of captains games because they take way too long to get going.
It's also annoying how some games take almost 10 minutes of "planning" only to end in 2 minutes due to a base rush or some bad mistake or something. This is actually encouraged in captains games because of the whole "captains games gives us a chance to try something new!!" thing.
Besides, if a captain assembles a clearly inferior team than the other, it's just going to be around 40 minutes that you will be forced to play and wait, only to get a couple bad games.
If anything, I would suggest enforcing a 3 or 5 minutes for planning once teams are complete. I for one wouldn't frown as often when people suggests captains.
The pirate hat idea is cool too, but I don't really think it would make a difference in people's desire to play captains.
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05-20-2007, 03:50 AM #47
Re: Suggestion for captains plugin
More opinions on programmatically imposing a planning timer once the last player leaves the readyroom?
Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup
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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05-20-2007, 10:03 AM #48
Re: Suggestion for captains plugin
No, because there are always special cases and blah blah blah. If you're playing Captains I'm of the opinion you should just suck it up because part of the point of Captains is that you have that time to prepare. It takes time but then you get to play a nice long fun game.
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05-20-2007, 02:03 PM #49
Re: Suggestion for captains plugin
I think 5 to 7 minutes planning time should be the max allowed. If it takes longer than that to explain, learn the art of brevity.
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05-20-2007, 04:14 PM #50
Re: Suggestion for captains plugin
When Captains is played, it means there are SMs or Admins present, a plugin is not neccessary to mediate it.
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05-20-2007, 05:01 PM #51
- Join Date
- Oct 2006
- Age
- 26
- Posts
- 14
Re: Suggestion for captains plugin
I think the planning time is a great idea, 10 minutes is plenty. People shouldn't use captains as an excuse to go afk, or what have you.
We are here to play.
Captains is awesome but a lot of time is wasted. At the very least the other team should have 5 minutes from the time the first team "ready"s up.
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05-20-2007, 05:21 PM #52
Re: Suggestion for captains plugin
i've seen a lot of people afk during planning and it is extremely annoying. honestly 70% of planning time is spent bsing or arguing over unimportant minor issues. i'd say 5 minutes max and maybe a 2/3's vote to extend 2-5 minutes more.
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05-21-2007, 08:13 PM #53
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05-24-2007, 05:00 PM #54
- Join Date
- May 2006
- Posts
- 5
Re: Suggestion for captains plugin
I think a planning timer is a great idea.
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05-30-2007, 11:18 AM #55
Re: Suggestion for captains plugin
Where if a team has not "readied" after the timer goes off they get a "Please use C-D here" message every 15 seconds until they do "ready."
Former TGNS admin until WoW blinded me with flashy lights.
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05-30-2007, 02:37 PM #56
- Join Date
- Aug 2006
- Location
- west TN
- Posts
- 163
Re: Suggestion for captains plugin
If a captain's game isn't ready to start in under 7 minutes (3-5 should be plenty IMO) then I'd say > 90% of the time the team wasn't discussing the game strat, but goofing around.
And anyway, it's more up to the two captains to make sure things get moved along. If folks aren't wanting to help talk strat, just go down the list and assign roles.aka Roland (the Headless Thompson Gunner; not of Gilead)
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05-30-2007, 03:23 PM #57
- Join Date
- Feb 2006
- Posts
- 363
Re: Suggestion for captains plugin
No one needs 45 minutes to ready. Consider making an option when captains is announced for /fastcaptains or something.
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05-31-2007, 12:56 AM #58
Re: Suggestion for captains plugin
I'm content to programmatically "screw" a statistically insignificant number of pre-games that really WERE needing the extra time for legit planning if it means that the crazy majority of those "other times" when folks would have been screwing around are completely avoided.
Nothing's perfect.
I see no need to start it before the other team's ready. How about 7 minutes or three minutes after the other team's readied, whichever comes last?Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup
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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05-31-2007, 01:10 AM #59
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05-31-2007, 01:15 AM #60
Re: Suggestion for captains plugin
Perfectly fine for me, but could you create a timer displayed underneath the notes during the pre-game so we know exactly how much time is left? :P
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