what's new in AAS v2
Posted: 2006-12-27 02:53
With v0.5 we've basically completely re-written AAS.
Many of the changes to the AAS system are transparent to players, but very important to the mappers. We have basically completely restructured how we define the CP (Capture Points) order. In addition we have added some new flag logic rules that enables the mapper to set 2 radii boundaries on CPs. All of the new stuff is now firmly in the hands of mappers (instead of previously when the maps needed a specialist coder to make them work). This will greatly simplify adding new maps to the Mod releases and simplify the creation of such by placing more dependency on using coders.
As for the stuff that is important to players...
CP Groups
We have added the ability to have 2 or more CP’s in a group so that all CP’s in the group can be attacked simultaneously to capture them fully.
This will usually be 2 CP’s at a time, but there may be cases where the mappers will have good reason to have chosen linked 3 CP’s for simultaneous capture.
Two Flag Radii
When flags are controlled by a team, there is a much larger "neutralize radius" around the CP. Once the CP goes grey when neutralised, the radius reverts to the smaller capture radius.
Mappers will specify this radius according to the map terrain and objects through liberal testing. If it is not specified by the mapper, the size of the nautralise radius is determined by the AAS code and scaled based on the number of players on the server (larger number of players equates to larger neutralise radii).
This "dual radii" setup is to facilitate the new capture logic. It also allows for "area control" fights around CP’s, but still enables at the mapper's discretion to have "point capture" dynamics for securing CP’s.
New Flag Cap Logic
The intent of the new flag capture logic is to make battles for flags take place over neutralised flags and avoid the spawncamping traditionally required to capture CP’s.
When an attacker has double the numbers of the defender forces whilst inside the neutralise radius, the flag will start to go grey. Flags will go grey pretty quickly at this point.
So, if there are 10 defenders and 5 attackers inside the neutralise radius, the flag will go grey pretty quickly.
When an attacker has double the numbers of the defender forces inside the capture radius, the flag will start to turn to attacker control. Flags will typically take a long time to turn to control.
So if there are only 2 defenders being attacked by 4 enemy within the capture radius, the flag will start to turn to attacker control.
Two Guys Minimum
All flag actions require a minimum of two players to have an effect. (An exception is made when only two players are in a game, the count will lower to acknowledge this fact.)
==
I think that's everything. Again, lots of work has gone into making it easier to add maps to PR and putting more of the responsibility for making maps work with PR into the hands of mappers rather than having to submit maps to the coders to finish off.
Mapper guidelines should be published shortly once we sort out the kinks in that.
Many of the changes to the AAS system are transparent to players, but very important to the mappers. We have basically completely restructured how we define the CP (Capture Points) order. In addition we have added some new flag logic rules that enables the mapper to set 2 radii boundaries on CPs. All of the new stuff is now firmly in the hands of mappers (instead of previously when the maps needed a specialist coder to make them work). This will greatly simplify adding new maps to the Mod releases and simplify the creation of such by placing more dependency on using coders.
As for the stuff that is important to players...
CP Groups
We have added the ability to have 2 or more CP’s in a group so that all CP’s in the group can be attacked simultaneously to capture them fully.
This will usually be 2 CP’s at a time, but there may be cases where the mappers will have good reason to have chosen linked 3 CP’s for simultaneous capture.
Two Flag Radii
When flags are controlled by a team, there is a much larger "neutralize radius" around the CP. Once the CP goes grey when neutralised, the radius reverts to the smaller capture radius.
Mappers will specify this radius according to the map terrain and objects through liberal testing. If it is not specified by the mapper, the size of the nautralise radius is determined by the AAS code and scaled based on the number of players on the server (larger number of players equates to larger neutralise radii).
This "dual radii" setup is to facilitate the new capture logic. It also allows for "area control" fights around CP’s, but still enables at the mapper's discretion to have "point capture" dynamics for securing CP’s.
New Flag Cap Logic
The intent of the new flag capture logic is to make battles for flags take place over neutralised flags and avoid the spawncamping traditionally required to capture CP’s.
When an attacker has double the numbers of the defender forces whilst inside the neutralise radius, the flag will start to go grey. Flags will go grey pretty quickly at this point.
So, if there are 10 defenders and 5 attackers inside the neutralise radius, the flag will go grey pretty quickly.
When an attacker has double the numbers of the defender forces inside the capture radius, the flag will start to turn to attacker control. Flags will typically take a long time to turn to control.
So if there are only 2 defenders being attacked by 4 enemy within the capture radius, the flag will start to turn to attacker control.
Two Guys Minimum
All flag actions require a minimum of two players to have an effect. (An exception is made when only two players are in a game, the count will lower to acknowledge this fact.)
==
I think that's everything. Again, lots of work has gone into making it easier to add maps to PR and putting more of the responsibility for making maps work with PR into the hands of mappers rather than having to submit maps to the coders to finish off.
Mapper guidelines should be published shortly once we sort out the kinks in that.