Hrmm... Didn't Battlefield 2 do something like this? I vaguely remember the map shrinking & growing as the player count changed. Like, with 8 players you'd have 4 flags to fight over, and with 64 something like 12 would open up.
I can't remember too well, but I think the other flags just deactivated as the player count dropped.
That's not the same at all. It's closer to how BF2 had multiple versions of the same map for differing amounts of players. It's shrinking the virtual playing field to keep things interesting at smaller amounts of players. Some of us want to go one step further and use a single map to do it. There are other things that are being done to NS2 to make this happen, but this could potentially improve things further. I think randomly choosing "mini-maps" every round from sections of a full map for small amounts of players could keep things spicy.
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1694207:date=Nov 23 2008, 10:35 PM:name=Revenge)--><div class='quotetop'>QUOTE(Revenge @ Nov 23 2008, 10:35 PM) <a href="index.php?act=findpost&pid=1694207"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hrmm... Didn't Battlefield 2 do something like this? I vaguely remember the map shrinking & growing as the player count changed. Like, with 8 players you'd have 4 flags to fight over, and with 64 something like 12 would open up.
I can't remember too well, but I think the other flags just deactivated as the player count dropped.<!--QuoteEnd--></div><!--QuoteEEnd--> But how would that work with res nodes? Destroy the node and refund the res? Would DI die off or stay the same in an "inactive" area?
Why shrink? Huge empty spaces aren't the devil, but dynamic expansion encourages more intense gameplay.
Though I did think of a funny "cropping" idea. Simulate a hull fracture! The ship/station would then warn the area with sirens and slowly close off the section. Everybody likes hull fractures in space odysseys. To prevent building destruction as best it can, it can choose areas that aren't built in, or if not available, it can wait until a suitable area to seal off is cleaned of structures by normal gameplay.
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I can't remember too well, but I think the other flags just deactivated as the player count dropped.
I can't remember too well, but I think the other flags just deactivated as the player count dropped.<!--QuoteEnd--></div><!--QuoteEEnd-->
But how would that work with res nodes? Destroy the node and refund the res? Would DI die off or stay the same in an "inactive" area?
Though I did think of a funny "cropping" idea. Simulate a hull fracture! The ship/station would then warn the area with sirens and slowly close off the section. Everybody likes hull fractures in space odysseys. To prevent building destruction as best it can, it can choose areas that aren't built in, or if not available, it can wait until a suitable area to seal off is cleaned of structures by normal gameplay.