DarkRyder wrote:F*ck it,
now i'm writing python script where you will be able:
1. Set number of specific decks (limit support) - Date of the deck i will not incorporate since you can set this via RCON tool
2. Set deck (or decks) to players during countdown (usful for specific game mods, like vietnam war -let's say you want to give americans 6 airborne decks 1 support deck and 3 mech. You can create and import your own decks.)
Problem with this is that people will get this decks random. In script you can see which player is redfor or bluefor but you cannot transfer this information via rcon to your rcon client (or can you, eugen?)
3. Set min and/or max player level
4. Randomise team during countdown process
5. Map rotation
6. make text file where you can configure all the options (text file will be updateted manually or with rcon commands)
Script will be able to listen to screen, and send commands to screen. Also you will be able to control this script with your RCON client (since script will read screen), i will publish all the commands here... and i will expand my rcon tool with this options.
Any other idea?
BTW. I had this idea for rcon client to select which players will be in which team once countdown starts, somting like player list and drag+drop to bluefor or redfor, and then server executes your choices during countdown. I could implement this also with this script.
We all know how hard is to find 10vs10 games as a team if you have good stats. With this one team could be in redfor and bluefor.. and when game is about to start server would sort all of them into one team. There was discussion to make "whitelist" player list and always force them to the same team.
I did discuss this with my teammates, and they were ecstatic abot this. We could 'ambush' players, they would see two balanced teams and stay on the server, not leave after they see stats of the enemy team.
But.... it would be very very bitchy move toward rest of the players, your comments on this?
P.S. sorry for bad english, and the/a, we don't have this in my language
Very nice ideas. I was in the mood of starting something similar too, since the majority of the work is already done by Deserteagle (been running his script a lot, since map rotation min/max level is already there). But if your solution is planned in the very near future, I will not spend the time inventing something already in the works.
With regards to point 4, I can understand the intention and I support the idea of random teams, but bear in mind that when you force a player side change in the last second, it will also change their decks to whatever they last had active on that side and they will have no time to react to it and change to something they want to use (in case they want to play the other side at all if they end up being switched).
The idea to have hidden teams preset to be revealed and set at game start will also share the same issue regarding decks. It is possible to be prepared and counter the issue if you make sure you have the right deck set on the other side, but for anyone unaware, it will be a less pleasant experience. I would leave immediately, which I figure a lot of other players would too.
You might be able to lure some people into a 10vs10, believing they will have a fair and randomized game, but end up in a stompstacked lobby without knowing. I guess those games will most of the time be rather one-sided and basically a waste of time for all parts, but some people might find amusement from it so why not. Some hosts kick the other team when they are losing, I guess each win is a win...