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What is needed to make RO better suited for Clanwars out of the box?

The_Countess said:
how about a simple option for server side demorec-ing?

currently demos only show what the demorec-er sees.
server side demos will show everything, and should there for a lot more usefull as evidance of any wrong doing.

Login as Admin through console.

Admin Demorec

It will give you server side demos.

Been in RO\UT since the begining.

This should still work in RO:O
 
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worluk said:
1. the problem is not to see who won, the problem is to see how easy or hard that was done. If you see it in terms of ladder play, it would be interesting if one team managed to hold the map until 2minutes before the round end while the other one lost in a 3 minute game. It would better reflect the strength of clans if you would have a more detailed scoring system, something like getting points for holding an objective a certain time.
Exactly.

In BF1942 you had a lot of matches that were very close, but due to the ticket system you would as good as never get a draw. One team would in most cases retain more points than the other team.

I would like to see a team score model in RO that implements
1, Capping objectives
2. Time to cap objectives
3. Holding objectives
4. Deaths


One last thing: It has been commented that some of my wishes was already implemented in the mod. Thats great. But in the retail game they should be very easily accessable.
 
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Worluk:
4. Imo this is more a public play problem, with clanplay you usually have enough time to join the correct team

5. Again a public problem. Or did you have many matches where one refused to join the correct side?

but if these were implemented, admin could only press one button and teams swap sides and restart the map and play. easy? yes. necessary? no. necessary for the lazy? yes :)

These are all good suggestion to make it just easier. They might not be needed necessaryly, but still they would be helpful in making things easier. Compare a horse and a car: both gets you to a place, but many prefer a car 'cause it's often quicker :)
 
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For scoring i personally prefer a stopwatch mode. That has been used by alot of games that don't have mirrored maps and defending attacking people.

You got clan A and clan B fighting each other.

First they play the map.

Team A defends and Team B attacks the enemy before the map time limit runs out. If team B succeeds to attack before the time is gone that time will be noted.

Next will team B defend and team A attack. Team A got to beat the time of team B. IF team B failed to attack last round then team A just got to beat the default map time.

So in the end scoring would be like this.

If team A defends succesfully and after that team B defends succesfully then its a draw.

If team A failes to defend succesfully but after that defeat team B faster than team A was defeated. They will win.

It's a simple way, but it will let the most skilled win out of maps wins how unbalanced a map might be. (unless it's highly favored to the attacker)
 
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Ghad said:
In General:
1. Implement a better model for scoring. Battlefield 1942 got this exactly right on the first try, RO:CA isnt really there yet.
2. Spectator mode. Implement a good spectator mode, to make it easy to shoutcast.
3. Implement some sort of ROTV, where people can join a proxy server to spectate the game from any angle, with a short delay.

Prematch:
4. Make it easier to swap teams, so that you can easily get to the correct team after joining the server.
5. Make it possible for a server admin to swatch all players to the other team.
6. Implement some sort of ready for war toggle. The server should start a new round before all players have declared that they are ready.

During match:
7. Make it easy for a server admin to pause the game. It must be possible to chat during pause, but the camera should be frozen. When unpausing, a timer should count down to live game.
8. An irc scorebot is nice


After match:
9. Make it very easy to record demos of the match.
10. Make it very easy to see who got the points.

1. don't see whats wrong with ro's
2-3. a nice boost but not essential.
4-6.afaik there was a script in the mod to reboot the map, but yea a builtin command for that would be great.
7-8. not needed i dont see a purpose on pausing nor irc scorebot, bonus stuff nothing essential
 
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worluk said:
1. the problem is not to see who won, the problem is to see how easy or hard that was done. If you see it in terms of ladder play, it would be interesting if one team managed to hold the map until 2minutes before the round end while the other one lost in a 3 minute game. It would better reflect the strength of clans if you would have a more detailed scoring system, something like getting points for holding an objective a certain time

Did we ever find a good solution to this?


And this guy has a lot of the same questions as me:
http://www.redorchestragame.com/forum/showthread.php?p=92564

Majai said:
I have been in a few scrims so far and it seems like the trend is to restart the map and wait until the countdown begins to start the match. This is an incorrect way to do scrims and matches in the RO world. Since RO 3.X Ramm added very basic clan settings to the game and since we have a lot of new admins and old admins who don
 
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