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The "Icing on the Cake"

Posted: Thu May 18, 2006 4:17 pm
by lex_talionis
c0ld,

I'm starting a new thread, but much of what I will explain here is discussed here: http://zombiemod.com/forums/viewtopic.php?t=35

I just wanted a clean slate...

I played on our ZombieMod server most of the night last night and honestly, the mod is "Rock-Solid" and people absolutely love to play on our servers! There's just one thing, that in my mind, if it can be address, then the game-play will be perfected.

As you are well-aware, I have made my pet-peeve of closely monitoring per-map zombie wins and human wins so I can tweak map-specific configs. Easily seen here: http://www.lex.urldownload.com/stats_le ... s&game=css Just sort by "Action" column to see all of this fabulous empirical data I'm collecting.

Now for the punch-line...It boils down to this...as the number zombies grow each round, the probability exponentially increases that zombies WILL win. And folks, I realize this isn't true for EVERY map, as some maps, one human can hide and kill all the zombies. But on maps where this is mostly the case, then admins can use this new/proposed functionality.

How can you address this? I mentioned a zombie_health decrement function in the previous thread. If this can be added/addressed, I feel that the game-play will be perfected.

Thanks,
Lex

Posted: Thu May 18, 2006 4:29 pm
by Games
Like i said before the idea of lex is certainly a good idea to give it at least a try on how it wil turn out.

Posted: Thu May 18, 2006 9:54 pm
by Spinner
What If humans (the last few, less then half the zombie team) did more damage? Or maybe got unlimited ammo.... thats a good question Lex....

Posted: Thu May 18, 2006 10:19 pm
by lex_talionis
Spinner wrote:What If humans (the last few, less then half the zombie team) did more damage? Or maybe got unlimited ammo.... thats a good question Lex....
The humans do more damage part is good, but how?

The unlimited ammo, yes perhaps...I actually have unlimited ammo on just as a preference and have my zombie knockback and health to allow it.

Good thoughts though...we need more brainstorming here.

Maybe last human standing gets 3 strikes of the zombie_claws_of_death b4 turning to zombie...IDK?

Lex

Posted: Thu May 18, 2006 10:38 pm
by c0ldfyr3
Ok, well list the possible ways you can think of implementing this, and ill do it tomorrow morning =)

Posted: Thu May 18, 2006 11:17 pm
by lex_talionis
c0ldfyr3 wrote:Ok, well list the possible ways you can think of implementing this, and ill do it tomorrow morning =)
c0ldfyr3 (Cold Fire) right? sort-of opposite to h0tic3 right? I don't know what makes you tick c0ld, but I like your style.

In fact, I just thought of a quote that Sir Winston Chruchill once quoted...I won't go off and google it...I'll try to remember it...

"Success is the ability to go from one failure to another, with no loss of enthusiasm." I personally think you fit well into this quote ;-)

Now that you are all buttered-up...

Just use the same function/math/logic that you use in the "hard-code" when first zombie gets twice zombie_health, and then write a little routine to check CT vs. T population and when there are over twice (like 5 zombies vs. 2 human) the number of T's, then call function take_away_health "n ammount" based on a cvar.

I'll test it first thing tomorrow morning ;-)

Lex

Posted: Thu May 18, 2006 11:28 pm
by c0ldfyr3
Ya, ColdFire, thats what I originaly meant it to be but it was taken on Yahoo so i just replaced some characters. I've meant to change it over the years but i've been using it since 1995 now and people have come to know it.
I used to run www.EliteProdigy.com, got over 2,500,000 uniques in two years, at one stage it was at 3,000 a day! I got kicked from #linux on gamesurge the other day cause some idiot said my name was very skript kiddish :\

Aww shucks :oops: hehe thanks for the vote of confidence!
I hate Winston Churchill but i like his quotes; thanks COD:SP =D

I meant, you just hypothesised about ideas the last time, and didn't really come up with an actual method of doing this.
What you want is that new zombies are awarded less health than previous ones once the ratio is big enough right?

For some reason I was thinking you wanted zombies to loose health intermittently, much like the bleeding in GoreMod except for health instead of blood =P

Posted: Thu May 18, 2006 11:59 pm
by lex_talionis
yea...it's confusing doing this board talk a lot...how do I connect to sourcemod in mirc? connect #sourcemod ?

anyway, yes, i don't want sporatic non-logical zombie health changes...somthing more mathimatical and linear, like zombie_health being inversely proportional to zombie_count; that is, for every new zombie have the code decrement by X% (i.e. .9 or .8 or .7...) the second zombie's health, then they same for the 3rd, 4th, 5th, and so on. This is sort of how I mentioned it in the previous thread "zombie_health decrement".

OR...

"What you want is that new zombies are awarded less health than previous ones once the ratio is big enough right?" Yes, this will work as well too. So which ever is eaisest to implement.

You certainly get the drift here now. Basically we need to address the common situation where there a human or two are greatly outnumbered towards the end of a round and have little to no chance of survival. So we need to either take away health of zombies or somehow give the mortal super powers (like that's possible?).

Regardless, try to implement it such that the admin can enable or disable this feature, just incase first release doesn't work as planed.

Lex