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Posted: Sun Apr 23, 2006 2:23 pm
by Viktor
I've only recently started playing Myth 2 in multiplayer, and when playing bodycount games on maps with more than two players, have noticed that it is really easy for one player to sit out most of the fighting in some corner of the map, and then "clean up" the survivors with a fresh army. While this is clearly dishonorable, it is done.
This, of course, is an issue in many RTT games, where a camping player cannot be starved and a damaged army cannot be rebuilt.
As far as mapmaking is concerned, any ideas on how this kind of "strategy" can be discouraged in a custom map?

Posted: Sun Apr 23, 2006 3:54 pm
by Pyro
In Body Count... even if you "camp" and clean up the enemies towards the end does NOT mean they win. They might be the last to survive but it might cost them the game. Look at the scores after the game ends... try the Perm button.

Posted: Sun Apr 23, 2006 9:10 pm
by :) Da Cid (: McCl
The objective in Body Count isn't to survive (which I once thought) but it is to do as much damage as possible. So even if the last army comes in and kills the 2 or 3 survivors from the first battle, the survivors will win because they destroyed a whole army. The last army to come in only gets damage off of 2 or 3 people.

Hope that sort of helps. :/
-TGP-

Posted: Tue Apr 25, 2006 9:26 am
by vinylrake
:) Da Cid (: McCl wrote:The objective in Body Count isn't to survive (which I once thought) but it is to do as much damage as possible. So even if the last army comes in and kills the 2 or 3 survivors from the first battle, the survivors will win because they destroyed a whole army. The last army to come in only gets damage off of 2 or 3 people.

Hope that sort of helps. :/
-TGP-
Ultimate campers don't fare too well in BC for the reason mentioned (not enough people left to keel), though intelligent short term campers can sometimes do quite well by waiting until two opponents are duking it out and being the 3rd man in.

Posted: Tue Apr 25, 2006 5:07 pm
by haravikk
The one where camping is the main problem is LMOTH where teams that engage too early or get pinned get mauled but a team that just waits till the last two minutes can melee rush and win.

That one can be fun to script as you can have pathways to the flag just collapse or explode in fire or something, thus blocking anyone who camped a safe distance from the flag from getting anywhere near to it :D

I think in general a lot of it is in the layout. For example, in Deads mans chest there are huge pools of water, the most common place to camp is in the shallow water not too far from the island, but a mob of thrall or an opportunistic wight can soon mix it up. Plus the flag is on clear, strong high-ground which makes it easier to defend if you get their first and set-up dwarves.

Posted: Tue Apr 25, 2006 5:54 pm
by Pyro
Yeah LMOTH can be interesting... one player had brought his wights with the rest of his units... it was so tempting... so I take a ghol with pus and attack the wight and therefore killing their 3 or so wights with their bowmen and dwarves nearby... the pus didn't detonate and my ghol died. lol What are the odds of that? But the second ghol made it... and BOOM when most of that player's units.