I need some help deciding.

Discussion in 'Halo and Forge Discussion' started by Graybes, Oct 12, 2010.

  1. Graybes

    Graybes Forerunner
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    Since Bungie doesn't think to do these kinds of things....the smallest time you can put for the flag collection time on stock pile is 15 seconds. There is no reason why they couldn't let us go down to instant collection for maximum customization. But enough of me venting my frustration...I need help deciding.

    In my game smashball I NEED to use stockpile for the scoring system. No other game type works. So lets say a team scores a ball into the goal with 10 seconds left in the round, but then there is 15 seconds left on the flag collection timer...That goal will not be counted because the flag will not be collected in the scoring system. This is a really frustrating thing to happen. And since Bungie is EXTRA smart(notice the sarcasm) at the beginning of each round the flag collection timer starts at 5 seconds even though it's set for 15 seconds...If the flag collection timer actually started at what it was set for this wouldn't be a problem either since 15 goes into the round times perfectly and when the round timer hit 0 the flag collection timer would hit 0 also. But no, Bungie couldn't make something be logical.

    So my problem is that if you score a goal in the last seconds of a round, the goal won't count. The only way to really fix this is by putting the round time on ulimited so the only way the round ends is to score a goal. I really didn't want to do this since having a timer adds to some of the fun and it limits how long a game can last.

    So what do you guys think I should do? Do unlimited time on each round? Or stick with the frustration of goals not counting when scored with several seconds left because Bungie doesn't think?

    For some background on what my game type is and how the scoring system works look here: Smashball
     
    #1 Graybes, Oct 12, 2010
    Last edited: Oct 12, 2010
  2. Vbdude

    Vbdude Ancient
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    Hmm, I think that you should set a sort of "score" limit on a round if possible. What I mean is that once someone scores a new round is started, just like in Grifball. Then just have a couple of rounds.
    Hope that helps :)
     
  3. Graybes

    Graybes Forerunner
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    Blah I should have put the link to my smashball game because what you said is exactly how the scoring works. There are 5 rounds with each round being 3 minutes. And once a ball is scored a new round starts. But lets say there are 10 seconds left in the round and 15 seconds left on the flag collection timer(this happens because bungie is dumb by starting the flag collection time at 5 seconds at the beginning of each round for some reason)...If a ball is scored in those 10 seconds the goal won't count because the flag collection timer won't reach 0 before the round timer ends

    Here is the smashball thread
     
  4. Vbdude

    Vbdude Ancient
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    Ahh I understand what you mean, yeah make the rounds unlimited time then
     
  5. Hogframe

    Hogframe Ancient
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    *Two equally skilled Teams face off*

    *No one scores*

    *Round goes on forever, Sun explodes*
     
  6. Graybes

    Graybes Forerunner
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    Exaaactly...This who situation is just a lose/lose scenario..No matter what I choose it won't be right. I hate when Bungie does stuff like this that makes no sense.
     
  7. Vbdude

    Vbdude Ancient
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    Or you just make it like Grifball where no one has to score :p
     
  8. Graybes

    Graybes Forerunner
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    What do you mean?
     
  9. xWooden leafx

    xWooden leafx Ancient
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    maybe you could make the balls starting spawn fall through a stockpile zone for like 14 seconds, so it scores in 1 sec.
    just an idea. i know it would be difficult to do, but im sure it would be possible.
     
  10. Graybes

    Graybes Forerunner
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    I don't think you fully understand how my game type works or how my scoring system works. But thats ok because I didn't fully explain it in my original post. Your suggestion really doesn't work for what happens in my game
     
  11. D1KK0

    D1KK0 Forerunner

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    Can you better explain the gametype mechanics? You said you have a ball and are using Stockpile so I'd have to assume your ball is set as the stockpile? If you let us know more about it we may be able to better understand/help you out.

    Mainly I want to know why you "NEED" to use stockpile.
     
    #11 D1KK0, Oct 12, 2010
    Last edited: Oct 12, 2010
  12. pinohkio

    pinohkio Ancient
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    Aren't the flag collections set to start at the beginning of the round? If so, isn't 180 divisible by 15?
    I don't see the issue; unless I am missing something.
     
  13. Graybes

    Graybes Forerunner
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    I'm sorry I should have updated the original post with a link to my game
    Smashball

    That thread has explanations and videos on what my game type is and how the scoring system works.

    The issue is that for some reason, even though the flag collection is set to 15 seconds in the game options, at the beginng of the round the first countdown collection time is 5 seconds. And then it goes to 15 second collection times. So that throws off the sync of the clocks and means when 10 seconds are left on the round clock, 15 seconds are left on the flag collection time clock.

    Sorry just noticed you edited your post. Here is why you need to use stockpile for the scoring system to work. Stockpile is the only CTF game type that allows you to se your flag capture zone(or STP_Goal as the label in forge calls it) to an object like a soccer ball. This allows you to move the soccer ball ontop of one of the stockpile flags thus making that flag be inside one of the cpature zones and you will get a point once the flag collection timer reaches 0. All other CTF game types force you to use the same object(like a flag stand) as your flag spawn point and the capture zone. You cannot set 1 thing as the flag spawn and another thing as the area that you need to go into a capture a flag.

    Assault doesn't work because if you move an assault bomb planting goal area ontop of a bomb it doesn't arm the bomb.
     
    #13 Graybes, Oct 12, 2010
    Last edited: Oct 12, 2010
  14. D1KK0

    D1KK0 Forerunner

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    okay well I found something out for you that you may or may not already know. It shaves 10 seconds off of whatever you set the time on. so if its set on 15 it will start at 5, 30 will start at 20, so on and so forth. not sure if this is helpful on timing math wise.

    Another option you could go with is using ctf and teleporters into the flag room to cap your flag when you score. This would of course be less automatic and slow down gameplay but I figured I'd throw it out there.
     
  15. Graybes

    Graybes Forerunner
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    That is so dumb that is shaves off 10 seconds...That makes absolutely no sense as to why they would not have the timers be in sync with each other. I mean what happens with stockpile on matchmaking? I'm pretty sure that stockpile in matchmaking works so once a team reaches a certain amount of points they win. But what if the game is an extremely close one and the score limit is not reached?

    Lets say the game is nearing the end and the score is red team 6, blue team 5. In the last seconds of the match blue team gets 2 flags into their stockpile! Yay! We are going to win! What an awesome comeba-"game over!"...the game timer runs out and the red team wins even though blue team has the winning flags in their stockpile. Why in the world would Bungie do this?
     
    #15 Graybes, Oct 12, 2010
    Last edited: Oct 12, 2010
  16. D1KK0

    D1KK0 Forerunner

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    come to think of it that has happened to me before but I didnt think twice about it untill now. pretty much no matter what you are stuck with the 10 seconds of nothing at the end. sorry man.
     
  17. Graybes

    Graybes Forerunner
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    Well I'm currently trying to get something going on the reach forums over at bungie.net. This really needs to be changed. Not just because it will be good for my own purposes but because it just really doesn't make sense and is just terribly flawed.

    Here is my topic trying to get something going
     
  18. SPARTAN 121

    SPARTAN 121 Ancient
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    Is there a sudden death option you can put in so that it adds a few more seconds to the round? Of course, that would only help when the scores are tied...
     
  19. Graybes

    Graybes Forerunner
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    I have no idea what triggers sudden death for stockpile...If someone can figure out what triggers stockpile sudden death I will be very very very pleased.
     

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