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====== Tag ====== | ====== Tag ====== | ||
The TAG game type is really a reverse-tag or king of the hill game | The TAG game type is really a reverse-tag or king of the hill game | ||
- | type. The goal is to kill the player who is **it**, and then you | + | type. The goal is to kill the player who is //it//, and then you |
- | become **it**. At the end of the round, the player who is **it** | + | become //it//. At the end of the round, the player who is //it// |
for the most amount of cumulative time is the winner. The top | for the most amount of cumulative time is the winner. The top | ||
5 players ordered by time are displayed for all to see. | 5 players ordered by time are displayed for all to see. | ||
The TAG game type is one of the two asymmetric Alti+ game types. | The TAG game type is one of the two asymmetric Alti+ game types. | ||
- | In this type, the player who is **it** changes, and game play | + | In this type, the player who is //it// changes, and game play |
should continue based on time. This is different from the MDG | should continue based on time. This is different from the MDG | ||
game type, which ends with a goal (team annihilation). | game type, which ends with a goal (team annihilation). | ||
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one to use should be based on balance. If the advantage leans | one to use should be based on balance. If the advantage leans | ||
to the chasers, then the FFA game mode is better. If the advantage | to the chasers, then the FFA game mode is better. If the advantage | ||
- | leans to the one who is **it**, then the TDM game mode is better. | + | leans to the one who is //it//, then the TDM game mode is better. |
{{ tdm_tag_bubbles_collapsed.png?512 |}} | {{ tdm_tag_bubbles_collapsed.png?512 |}} | ||
There are three aspects to the TAG game play which revolve around | There are three aspects to the TAG game play which revolve around | ||
- | the player who is **it** which each map needs to balance. To ensure | + | the player who is //it// which each map needs to balance. To ensure |
a proper balance, some TAG maps may disable certain planes or | a proper balance, some TAG maps may disable certain planes or | ||
weapons. | weapons. | ||
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on running, but is too open, the map should be of FFA game mode. | on running, but is too open, the map should be of FFA game mode. | ||
In this mode, the chasers have to be more careful about killing | In this mode, the chasers have to be more careful about killing | ||
- | each other, adding a little advantage back to the one who is **it**. | + | each other, adding a little advantage back to the one who is //it//. |
If a map is designed so that alluding capture is very easy, then | If a map is designed so that alluding capture is very easy, then | ||
the TDM game mode should be used to allow the chases to be as | the TDM game mode should be used to allow the chases to be as | ||
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==== Fighting ==== | ==== Fighting ==== | ||
The best defense is a good offense! Sometimes, your best option may | The best defense is a good offense! Sometimes, your best option may | ||
- | be to turn and fight. If you are **it**, and a 1-on-1 situation | + | be to turn and fight. If you are //it//, and a 1-on-1 situation |
arises, killing your chaser may be the best way to not get caught. | arises, killing your chaser may be the best way to not get caught. | ||
Additionally, some maps may have specifically designed strong-holds | Additionally, some maps may have specifically designed strong-holds | ||
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updated with either (or a combination of) hiding, running, or fighting | updated with either (or a combination of) hiding, running, or fighting | ||
design to compensate for this being an asymmetric game type. | design to compensate for this being an asymmetric game type. | ||
+ | |||
+ | Spawn points should be spaced out as much as possible, with at least | ||
+ | 6 spawn points. It really isn't fun being //it// if you spawn at the | ||
+ | same time and at the same spawn point as another player. | ||
+ | |||
+ | Walls, or at least walls meant to be squeezed through, often have low | ||
+ | or no damage. Keep in mind how people will use the space before | ||
+ | setting hull damage. Hiding spots may be good choices for 0 damage, | ||
+ | as it is hard to come to a complete stop in altitude. | ||
+ | |||
+ | Map wrap-around is a very helpful technique for eluding capture on | ||
+ | these maps, and should be considered when the advantage leans too | ||
+ | much to the chasers. Alternatively, you may need to limit the advantage | ||
+ | of wrap-around if the advantage leans to the one who is //it//. | ||
+ | |||
+ | Consider turning gravity off. If you are hiding behind something and | ||
+ | gravity is on, you really can't escape up very easily. This pushes | ||
+ | escape routes down, and makes fleeing predictable. Unfortunately, | ||
+ | this ruins bomber's role in TAG maps. But, the faster planes seem | ||
+ | to work better anyway. |