[xml] Team Starting Positions

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koontz1973
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

[xml] Team Starting Positions

Post by koontz1973 »

Concise description:
  • Team Starting Positions
Specifics/Details:
  • When playing doubles, triples or quads, give each team set starting points like we can do now for singles games.
How this will benefit the site and/or other comments:
  • Would make team games a better experience.
    • Example is on Trench Warfair map. In a 2 player game, the two positions mean that the 2 players start either in the north or south of the map, and never together. Anything larger and players get mixed up. So in a doubles, trips or quads game, all players are everywhere. What this would mean is that each team would get positions assigned like the singles game. So each team would get north or south.
  • Would allow map makers to make team maps.
    • Imagine a world war two map where team one are the allies, and team two are the axis powers (not the jumbled up mixture we get now).
      We can now make maps only for team games, but without the change in xml, positions for teams would be random. So you can still end up in a quads game having a player eliminated early if they have a bad position.
This is the sort of code that should work for this.

It would be an either or code so map makers would get to use either team starts or singles player starts. Never both for the same map.
Each region would start with 3 troops that is common to most maps.
A max positions can be added to the start of the code - this is in the brackets ( ).
Whilst I have done 4 groups of 4, this can be used as groups of 2s,3s or 4s depending on the game type.
Each position group would be handed out to a team equally like now in singles starting positions with any not used going to neutral. So in the below example, if this was used for doubles, team 1 would get P1,P2,P3,P4 and two going to each player. In triples P1,P2,P3,P4 would get handed out as 1 per player randomly and the forth one becoming neutral. In quads, each player would get one only.

Code: Select all

<positions>  (<positions max="2">)
       <position>
          <territory team="1">P4</territory>
          <territory team ="1">P2</territory>
          <territory team="1">P1</territory>
          <territory team ="1">P3</territory>
       </position>
       <position>
          <territory team="2">Y4</territory>
          <territory team ="2">Y2</territory>
          <territory team="2">Y1</territory>
          <territory team ="2">Y3</territory>
       </position>
       <position>
          <territory team="3">R4</territory>
          <territory team ="3">R2</territory>
          <territory team="3">R1</territory>
          <territory team ="3">R3</territory>
       </position>
       <position>
          <territory team="4">C4</territory>
          <territory team ="4">C2</territory>
          <territory team="4">C1</territory>
          <territory team ="4">C3</territory>
       </position>
</positions>
Last edited by koontz1973 on Sun Dec 22, 2013 7:57 am, edited 1 time in total.
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isaiah40
Posts: 3990
Joined: Mon Aug 27, 2007 7:14 pm

Re: [xml] Team Starting Positions

Post by isaiah40 »

This is isaiah40, and I approve this thread! :D
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JamesKer1
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Joined: Fri Jun 24, 2011 9:47 am
Gender: Male
Location: Good ol' Kentucky

Re: [xml] Team Starting Positions

Post by JamesKer1 »

I'm definitely open to it. Sounds like the foundry is coming up with some new good ideas.
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JamesKer1
Posts: 1338
Joined: Fri Jun 24, 2011 9:47 am
Gender: Male
Location: Good ol' Kentucky

Re: [xml] Team Starting Positions

Post by JamesKer1 »

After a quick chat with koontz, this is also SUBMITTED =D>
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