Openra: Let engineers capture team-mates buildings

Created on 21 Jun 2014  路  19Comments  路  Source: OpenRA/OpenRA

Related to https://github.com/OpenRA/OpenRA/issues/5739 but not the same. That's why I split issues.

Now that I am thinking of this idea, there can probably be an easier way (rather than adding a new button at the top).

Why not simply adding a new check-box in game options and cheats, to let team-mates capture your own buildings with the engineer? This way, it would do the same thing as Microbit's idea, and as an option, it would up to the game admin to decide to enable it or not.

options

cheats

Balancing IdeWishlist

All 19 comments

What is there to prevent griefing?
Say we're on a team and just to be rude I cap your ConYard. Game over for you

There could be some exceptions (the Construction Yard).

or:

Maybe the engineer could only capture the team-mate's buildings, if at least, they have been built twice.

Say we're on a team and just to be rude I cap your ConYard

I'm sure your teammates can find many creative ways to ruin the game for you and there's no need for complicated mechanics; after all you _did_ select that option.

I think this has merit but the engineer should probably be consumed in the process so that there's a cost, similar to the supply trucks.

I totally agree with you pavlos256. The engineer should be consumed in the process (like it was before Scott changed its behavior).

I think this would require a new trait that specifically allowed this for X actor.

there's no need for complicated mechanics

Which is what this is; an extension to the capture logic.

Let's say you want to repair an allied structure that has the AlliedCapturable trait.
We'd need to give an alt-action to specify capture instead of the default repair.

All of this to say: Abandoning structures and allowing allies to capture your structures are two different ideas and implementations.

This is already implemented. https://github.com/OpenRA/OpenRA/wiki/Traits#externalcapturable has a switch called AllowAllies which does that.

oh, I didn't know.

I hope that one our kind developers wink will volunteer to create a branch that features the checkbox, as shown in my first message.. I would really like to test this and play with someone.

Add

Rules:
    ^Building:
        ExternalCapturable:
            AllowAllies: true

to map.yaml and upload your new map at http://resource.openra.net to test play this with someone.

Thanks for the tip.

@Phrohdoh i don't think there should be any restrictions on this, i mean yes people are going to be dickheads. But we can't hold everyone's hand all the time and cripple features. i like the idea of potentially being able to share buildings, will require some thought and testing to work properly though imo.

I agree with @dan9550: if we are going to add this, then the implementation should be simple and integrated with gameplay. Requiring force-attack to target allied actors would be enough to distinguish between capture and repair and discourage casual / accidental capturing.

I think the main reason for this suggestion is to only capture the team-mate's buildings when they are gone (already drop out of the game). Currently the only benefit of having a gone team-meate is building from his conyard and abusing him as a defence. This leads to my additional suggestion to have a faster captruting process at team-mate's buildings, just in this case .

But please rethink that capturing of structures of players who are still in the game, because this will boost the multi factions critically. Remember If you lost your conyard you can still find a new one in a crate (with increased chances!) + Your Team-Mates can still send you some money trucks... Multifaction is something special to me and should continue to be special.
even with the new country subfactions!

@TheRaffy : :+1: for the first paragraph, :-1: for the second.


It should be allowed only "against" a player who left and it should be allowed generally (not "enabled for this player, disabled for this one"). Otherwise, many games will be ruined (and you all know many games will be ruined).
Example : if the player who leave doesn't sell his refineries, he will continue to harvest the "team ore" so you will have to destroy at least his refineries and his production buildings (who block units and who feed enemies). And when you start to destroy the refineries of your gone teammate your other teammates start to attack you because they don't understand what's happening. Capturing these buildings would be better. It's different to abandoning them (#5739), because when you abandon them you abandon which buildings to which teammate ? A teammate who has no missile silo could capture this one so the game remains almost balanced.

By the way, actually, loosing your construction yard ~= loosing the game.
Crates should ALWAYS give a MCV when you have no one. I've never understood why it's actually less than 100 % chances, it's just like throwing a dice. I've played some games where I looked for a MCV crate during around twenty minutes, and got crate after crate without any MCV. What's the point of surviving for twenty minutes if you are forced to loose (N growing bases vs N-1 bases trying to finance and protect their Nth player until he finally finds a MCV to continue the game). Be slowed down until you find a crate, ok, you made a mistake and you lost your only one construction yard, but having chances to never get a MCV again, ... oO'

How about just adding a check box ingame to the diplomacy tab so you can tick allow to capture or whatever?

Allowing players to capture their allies' buildings will not wreck the game, even if there is no option to stop it. If they want to ruin a game, they can already crash it, c4 everything, put walls in front of production facilities or otherwise screw with their allies.

On 2015-02-02, at 11:57 AM, WolfGaming [email protected] wrote:

How about just adding a check box ingame to the diplomacy tab so you can tick allow to capture or whatever?

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Reply to this email directly or view it on GitHub.

I like the capturing of gone player structures, but I'm not sure about capturing buildings of still playing teammates. This will not wreck the game, I agree about this, but it would create new game dynamiks. In my opinion:

  • Players would do, in an 2on2 for example, choose sov. and allies, then both build an additional conyard, then capture exchange them to get multifactions to get an advantage.
  • Another thing is build hightech, nuke silos for example, for your team mates or for noob allies.
    or to just allow 1 player to build a massive amount of mid tech units. (He will have the nuke, but dont need to tech)

btw. hey I'm yellow.

8369

I fixed the clashes between engineer repair and friendly captures in https://github.com/OpenRA/OpenRA/issues/10779.

any progress on this ?

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