Golden frag sudden death - #441
Conversation
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Hey, I've long wanted a Golden Frag system implemented for testing (and potentially running a tournament in that structure) in QuakeWorld. Any chance you'd want to commit to porting the whole thing and not only during sudden death? |
If people would find that as a welcome change then sure. I don't know how to navigate the codebase well and I might need some support to show me how to build on windows (or would just switch to linux on my end) and how to test. For now would just leave it as it is and listen to community feedback, and possibly extend/ revamp it in the future. |
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The changes to the time limit logic would require to display the current time limit on client side and update it so the player will understand when the match will end. |
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This is an attempt to partially add the mechanics of golden frag duel rules from Diabotical.
Only sudden death part of the rules were implemented the timer remains the same.
Rules:
Q&A
Q: Why use this rule over standard time limit with overtime?
A: It rewards frag chasing and extending the frag lead from the learder's perspective. Prevents the leader from forcing a win by running away and not confronting his opponent till the time runs out. Also allows for the trailing player to clutch and comeback with worse odds despite the time running out completely. The time limit ending can be another mechanic which players can play around in example the leader can wait with his attack for the time to run out and instantly win the game with single frag in the sudden death.