Stendhal Quest Ideas/Game - Capture the Flag

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Stendhal Quests

Contents

Status

20110908: looking for testers, on test server! flag and special arrows available. see Stendhal_Quest_Ideas/Game_-_Capture_the_Flag/Testing

Summary

Not a quest, but a possibly many-player event/game:

Capture the Flag game - players divide up in to two or more teams, each gets a starting territory, hides a flag, and then need to get other teams' flags and bring them back home, while defending their own flag. Teams pick defenders and hunters. (Depending on the particular rules of the game, balancing player levels might matter, might not).

Players get badges, or colored shirts, or something to show their team.

Not sure about rules for defending. Should not be a combat game, no real PvP, at least no dying.

Conversation on this topic here: https://sourceforge.net/projects/arianne/forums/forum/83598/topic/4657838. All ideas on the forum thread will be integrated in to this page.

The tracker item for this idea is https://sourceforge.net/tracker/?func=detail&aid=3395480&group_id=1111&atid=351111


Test Game

I think that a test game could be tried on the test server pretty soon. More like rugby, or american football, than capture the flag, but would help see what ideas will work, and which ones won't. Needs the flag and fumble arrows. Maybe slowdown arrows if they are implemented in time, but they are probably not necessary.


Main goal is to find out if fumble arrows work, identify problems.

I doubt this test will identify any issues with cheating, since the first 6-8 volunteers will most likely be trying to figure out how to make the game fun ...

Does not yet deal with people teleporting away with the flag.


Testing the basic concepts

Notes on creating flags, arrows, testing ideas on the test server: Stendhal_Quest_Ideas/Game_-_Capture_the_Flag/Testing


Alternate Early Approach (Hendrik)

(copied from #arianne, edited slightly)

I think we should have a dedicated non PVP map. That is a restriction, but it makes a lot of things easier.

4 tasks:

1st complete the flag item

2nd add a basic map as proof of concept.

3rd: new Action - left click on target fires one arrow

4th a turn listener periodic task for the CTF game

(5th - another Action for left-click-to-slow-down. same action, but you have slowdown arrows equipped).

The images can be placeholders that are not perfect, but I think it should be the right file names.

The two flag items seem to fit in to the token category.

There are other game releated items in there, such as the O and X for tic-tac-toe.

That leaves open:

I think all of these things can be done, so there seems little risk.

Implementation Ideas


Ideas from hendrik, 20110825. goal: simplest start



I think the best version so far (disregarding how hard it would be to change the game code), is

Easiest version right now (code-wise):

NPCs

The following existing or new NPCs participate in the quest

Suggested reward

On successful completion the player shall get...


Steps

  1. first the players does this
  2. second the player is asked to do that

...

Dialogues

What are the NPCs going to say?

Discussion and Comments

Might need to turn everyone, or team members, invisible to /where.

I've been trying to think of ways to keep this from being a "beat up each other, whoever is the strongest will win" game. Several other mmorpgs have CTF games, but they seem to mostly be about PVP combat. I'm not interested in that.

As projectiles, need to throw tomatoes, or other vegetables.

Possibly very funny idea, depending on how hard it would be to implement movement modifiers - whenever you die, you have to drink a beer before going back out. Beer affects your max speed and direction. Increasing random chance that you won't go in the direction you chose. (and your chats get garbled - the awesome expect 99-bottles-of-beer script). If someone does not want beer, can have water or coffee.

Maybe players don't teleport immediately when out of hp. Maybe a healer (with beer) has 60 seconds to get to them, give them a beer.

Will need a way to protect all players from griefing non-players.

Judges can help decide how to distribute rewards/awards.

Maybe everyone should start out the same - same HP, same ATK/DEF (but ATK/DEF gained apply to your normal values), same number of meat. No scrolls allowed.

Misc Ideas:

Plan

Help Wanted

Attic

Old notes, etc. can be found in the Stendhal_Quest_Ideas/Game_-_Capture_the_Flag/Attic

Comments

Comment by Storyteller:

If a player picks up the flag item, there should be a flag shown in the special outfit layer (where you can see the balloons), so that everybody can see who carries the flag.

I think the problem is how to make the "combat part" (there needs to be a way to decide, who's going back to his base (or is stunned etc.) and who won the combat; in other games it's done by killing the opponent). Oh, I think I can remember a Real Life CTF-match where we solved this by doing the paper-stone-scissors game ;) Maybe this also could be done here: Combining Stendhal with Gladiators :D When two players of the opponent teams stand next each other they are unable to move and have to choose paper, stone or scissors from a GUI. Optional: You can make your choose before, and run around until there is a combat so your choose is automatically applied then. Or maybe the combat could be done by answering a short question with three possible answers - a reaction test and knowledge test.

Ah, another thing to think of: What happens, when you pick your own flag up, after an opponent dropped it? In other computer games the flag is teleported back to your base automatically. In Real Life you have to carry your flag back to your base and (depending on rules) can be attacked on your way back.

I like CTF quite much, so it would be nice to have in Stendhal ;)

- Storyteller


Comment by Hendrik Brummermann:

I like the idea of displaying the flag on the detail layer of the outfit. It should be dropped on certain actions, such as teleporting and changing the outfit. --Hendrik Brummermann 07:44, 16 August 2011 (CEST)
Disabling /where is not a good idea because it might be abused. --Hendrik Brummermann 07:46, 16 August 2011 (CEST)

Comment by Bluelads4:

Hello,

I collected a few ideas/problems I see in implementing this CTF idea

Q: How many players are needed for CTF and what happens when there aren't enough?

A: could probably do a variation of jailbreak with just a few people - one team has to get a flag from here to there in a limited amount of time

Q: What happens when players don't want to play with each other?

answer Bluelads4: yes. There are lots of problems between some and I doubt that they would like to play with each other (might cause some problems in creating teams randomly)

Q: What if someone blocks the flag? How long will the timeout time be?

answer Bluelads4: that might be a good idea, but should be deeper tested

Q: How can the flag be taken by a player who carries it?

answer Bluelads4: the question was bad written ^^ It should have been: How can the flag be taken from a player who carries it, how can you make him drop it... So your answer tells that :) But: how do players get these arrows and in which amount?

Q: allowing PvP? Could cause some trouble based on losing skills + encouraging players for killing others

Q: What if players run away like rabbits (zig-zag running) --> you can't get them then so you would need some kind of weapons to get them (which steps back to the PvP question)

Q: What's the sense behind CTF in Stendhal? How can the idea be advertised?

answer Bluelads4: it would be good to create some kind of bigger story around it, so that players will be encouraged to play long and often (like NPC/NPCs could tell the story about it and maybe the flag should be an item or something which seems to be important)

Q: How should the map look?

answer Bluelads4: It's better to have something like that so that it will definitely not happen that players die and drop something there :) Especially cause everyone can play and we know some special players who could abuse that... I like the ring idea

answer Bluelads4: That sounds good :)


Greetings

Bluelads4


Comment by Storyteller about the special maps:

I think its a nice idea to remodel the Fado Battle Arena. Currently it isn't used so there could be a whole new system.

I though of a lobby where players can meet and team up. Then there could be a corridor which leads to the CTF-maps and you can choose from different maps (at the beginning we just need one or two, I think). The maps could be said to be in the lower floors or some special dungeons.


Comment by Bluelads4:

I'm not sure if remodelling the map is something which should be done... what about marking it somewhere like the CTF arena, but also let it stand there as a place for doing raids. So if someone wants to do the CTF stuff, teams can be invited to the second floor and they can team up on the current first floor. So the arena is still useable for raids.


Comment by Storyteller:

Hmm, it was just the idea of remodeling the map, because you enter the FBA and directly stand on the battle field ;) A small lobby would be nice therefore, I think. What about that: The current map, you enter now, is set to a lower floor somewhere. Then there could be a lobby on ground level and you can enter the raid-zone by stairs. In the lobby could be different stairs which lead to the different maps (raid-zone, battle pit, CTF-arena, etc).


Testing Experiences

experiences by bluelads4

(sjtsp comments in bold)

definitely need to fix that somehow. but i think hendrik intends for the arena to be completely safe

yeah, i didn't realize that

i don't think we can catch someone logging out. i believe hendrik wants to write some sort of game watcher, to make sure that when a player leaves, the flag is basically dropped, or a new flag is available.

yes

that sounds fine

but they don't drop anything, right? the next step of checks is (may be) slowdown arrows, which will work on everyone

maybe that would work. a couple of weeks ago i think had trouble showing outfit change if flag went in bag? we could probably make it possible to carry in bag. but, it might be a good part of game with more players - you have to choose whether you want to be ready to carry flag ... not sure yet

i didn't put any controls on the number of flags for this first test. i was concerned about someone getting the flag and then logging out

ok

that is goes through a code path that does not call item.onEquipped. i don't think a normal game will start with flag straight to hand.

i can disable that, but thought it was funny when i mis-clicked and slowed myself down


plan:

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