This shows you the differences between two versions of the page.
| Next revision | Previous revision | ||
|
tag [2017/06/16 16:16] biell created |
tag [2017/06/16 17:35] (current) biell |
||
|---|---|---|---|
| Line 1: | Line 1: | ||
| ====== 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). | ||
| Line 15: | Line 15: | ||
| 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. | ||
| Line 41: | Line 41: | ||
| 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 | ||
| Line 48: | Line 48: | ||
| ==== 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 | ||
| Line 57: | Line 57: | ||
| 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. | ||