*DAMN R6 Forum

*DAMN R6 Community => *DBL 2.0 Dev Log => Topic started by: *DAMN Mauti on May 31, 2006, 09:01:58 pm



Title: About the *DBL Dev Log
Post by: *DAMN Mauti on May 31, 2006, 09:01:58 pm
Hi!

Welcome to the *DBL 2.0 Dev Log. At this forum part I would like to share my thoughts, ideas, and updates about the *DBL 2.0 developing progress.

You are allowed to reply to all topics, you just can't create your own topics.

I don't know how often I gonna update this part, but if I have things to discuss with you, the community, or announce my latest updates and improvements regarding the *DBL 2.0 you gonna read them here.

The current *DBL script was developed by *DAMN Elandrion, however the next one will be completely designed and developed by myself and contrary to Elandrion I gonna comment my piece of code. Right now we have 10.000 lines of uncommented code, which is also the reason why I don't update the old script for my needs. I gonna start from scratch.

The estimate release of the *DBL 2.0 will be at the end of september/early october.


Regards,

Mauti


Title: Re: About the *DBL Dev Log
Post by: [a] kitkat on June 04, 2006, 06:59:30 am
Mauti,

Tell us some more please.  What will be new for this version?  What will be different?  What will be you most favorite thing?  What do you think the players will enjoy the most?

Cheers - KITKAT


Title: Re: About the *DBL Dev Log
Post by: *DAMN Mauti on June 06, 2006, 06:22:09 pm
More will be posted soon.


Title: Re: About the *DBL Dev Log
Post by: ~Po~ TiroFino on June 10, 2006, 10:20:28 pm
I saw a topic with comments regarding changes to the rules, don't seem to find it so I'll just post this here and you may move it to the appropriate thread.

Picking up on the idea some mentioned about players carrying different kits (soldier types) for each game of a CB, I was thinking of a twist that could be easier to rule and implement, with the same effects:

- Every member of clan may only choose a particular Kit once per CB.

Meaning, if I choose oicw/gl for say ghost town, I cannot use it again for the rest of the CB and must choose another kit for another map, etc.

This would add an extra level of Tactic and Strategy (Management) to the CB
It would force players to learn to use other Kits with great skill
It would bring down the level of Spamm
It would make the game very interesting from my point of view.....

Example:
Map 1 of the CB vs (? Clan)
Map: Ghost Town
Players for Po choose the following kits:

KitKat - oicw/gl
Hunter - oicw/gl
TiroFino - oicw/sensors
Lob - sa80/ rockets
Void - sa80/ rockets

This would force those players to choose a different kit for the rest of the maps, so the next map, say Caves:

KitKat - oicw/sensor
Hunter - oicw/sensor
TiroFino - socom/sensor
Lob - sa80/ frags
Void - socom/sensors

and so on..... All good as long as you don't repeat same kit.

* The question for me would be, how to control this during a CB?
Does the screen at the end of the game show the kit each player took? I forgot! If so, this could be used... It would have to be Screenshot by the team Captain (leader) and submited to the opposit team leader at the end of the CB for verification.

* Is there another way to control this? Maybe using the resulting missionstats.htm after each game?  ???


Title: Re: About the *DBL Dev Log
Post by: PUNiSHER™ on June 11, 2006, 02:02:54 am
That would be extremely difficult to manage.  I don't think people would want to take the time after each clan battle just to check and see if the other teams players took a kit twice.  It really comes down to trusting the opposing clan from not trying to cheat the rule. 

I still like the idea that during a CB each team must take a Rifleman, Demo, Sniper or Support for each map.  And then when the clan battles become larger like 4 vs 4, 5 vs 5 or 6 vs 6 each team may take an additional Rifleman, Demo, Sniper or Support but no more than 2 of each.
Something like that is very easy to manage because after each game it lists what the opposing players were, you can check it right on the screen after each game.
That kind of rule would limit one OICW/GL per team and then would reduce alot of spam especially early spam killing on maps like Ghost Town, Red Square.......


Title: Re: About the *DBL Dev Log
Post by: ~Po~ TiroFino on June 11, 2006, 08:29:10 pm
That would be extremely difficult to manage.  I don't think people would want to take the time after each clan battle just to check and see if the other teams players took a kit twice.  It really comes down to trusting the opposing clan from not trying to cheat the rule. 

I still like the idea that during a CB each team must take a Rifleman, Demo, Sniper or Support for each map.  And then when the clan battles become larger like 4 vs 4, 5 vs 5 or 6 vs 6 each team may take an additional Rifleman, Demo, Sniper or Support but no more than 2 of each.
Something like that is very easy to manage because after each game it lists what the opposing players were, you can check it right on the screen after each game.
That kind of rule would limit one OICW/GL per team and then would reduce alot of spam especially early spam killing on maps like Ghost Town, Red Square.......

I think you're right, it would be very hard to manage.

With regards to each member taking a different type of soldier, all sound good but the "support" guy....


Title: Re: About the *DBL Dev Log
Post by: ghost.fr on June 11, 2006, 09:19:49 pm
guys do we want to have people involve in this games or do u want every one to be affraid of all these rules and regulations.

people will take this rules and twist it to win as usual.

i'm for simple games with simple rules for maxi fun !!!


Title: Re: About the *DBL Dev Log
Post by: *DAMN Mauti on June 11, 2006, 09:31:21 pm
Indeed having maxi fun is the rule without much rules you have to worry.

Team rosters etc. will be completely controlled by the script so you don't have to think about it that much.

About ladder editions like this: I think here is the point of interest in new exciting ladder additions because the game is already very old.

It's like we added new gametypes and mappacks in the past, which added more value. That's also the point here. Some people think forced kits would add some extra fun.

It's not a real regulation, more an addition and the question if it could add some fun or not!?