BlitzPig_DDT
03-02-2006, 01:00 PM
I just got done searching and found some useful info, such as objectives only applying to one side (which I didn't know before), and that helps, as I had wanted to have a chance for either side to actually win.
But... it's not quite like what I was hoping for.
I have 4 player flyables attacking a target, and 4 player flyables which are intended to defend the target.
The defenders are slower than the attackers, so they could drive them off, without being able to kill them.
If the attackers blow up 75% of the ground targets, they win. That's easy and I got that worked out.
If I switch it to a blue defense objective instead of a red attack, then I could allow for both sides to get the "color Won" message. Great. That's what I wanted.
But what if the blues drive the reds off, as I mentioned? What determines successful defence?
I read something about a timeout, but then that means that red is racing the clock to get the ground kills, which is odd and just not right.
They can't possibly take out everything with their bombs alone, they have to do a lot of strafing, and this could take quite a long time. So what if they are still working the target over long past the "deadline"? What if blue killed them all or killed a couple and drove the rest off quickly, long before the alloted time?
In the former, I don't want "Blue Won" to show up when that isn't actually the case (since Red would still be working the target over, thus blue hadn't successfully defended the target, they just did it for a set period of time). And in the latter I don't want to have "Blue Won" *not* come up because Red bugged out and didn't achieve their objectives, meaning blue did win.
Is there a work around to this?
But... it's not quite like what I was hoping for.
I have 4 player flyables attacking a target, and 4 player flyables which are intended to defend the target.
The defenders are slower than the attackers, so they could drive them off, without being able to kill them.
If the attackers blow up 75% of the ground targets, they win. That's easy and I got that worked out.
If I switch it to a blue defense objective instead of a red attack, then I could allow for both sides to get the "color Won" message. Great. That's what I wanted.
But what if the blues drive the reds off, as I mentioned? What determines successful defence?
I read something about a timeout, but then that means that red is racing the clock to get the ground kills, which is odd and just not right.
They can't possibly take out everything with their bombs alone, they have to do a lot of strafing, and this could take quite a long time. So what if they are still working the target over long past the "deadline"? What if blue killed them all or killed a couple and drove the rest off quickly, long before the alloted time?
In the former, I don't want "Blue Won" to show up when that isn't actually the case (since Red would still be working the target over, thus blue hadn't successfully defended the target, they just did it for a set period of time). And in the latter I don't want to have "Blue Won" *not* come up because Red bugged out and didn't achieve their objectives, meaning blue did win.
Is there a work around to this?