Let's at least try to keep this somewhat on-topic.
Alright, Let's say first, should the mod have differant "modes" corresponding to the game type, changing how the server reacts to certain events, or should the "modes" be arbitrated by a server op?
Game type modes by server control. I will hereafter refer to this as strict
Pro: more well defined to play under, less wiggle room for people breaking the rules of the game type
Con: more difficult to code, may create situations with annoying votes for certain game types over and over.
Game type modes by Op control. I will hereafter refer to this as loose
Pro: less coding effort, more flexible
Con: requires someone to arbitrate games at all times.
Perhaps we should even consider a combination? How would we switch between server control and op control? If it's via an op command, what happens when the op leaves without reverting game to server control?
Base Assault - There are color coded teams of Grangers, each with a set home base. Team 1 has an OM, whilst Team 2 has a Reactor. Both teams must strive to destroy the enemie's base, with infinite respawns. Rebuilding is not allowed. Spitting is not allowed.
This presents the following constraints:
- Requires exactly 2 teams (color-coded grangers)
- Requires one team to own reactor as a buildable.
- Reactor will either need to be repairable by friendly grangers, or regenerate on its own.
- Requires differant spawnpoints
- If under strict control, will require the ability to "turn off" granger spit for the duration of the game type
- If under loose control, will require a way to notify op of spitting.
Admittedly, those 2 last points are less relevent than the others, but still they are there.
Team issuesWith multiple teams, we will need to edit the way buildables are owned. Radar system may need to be changed.
Perhaps a differant way of looking at the problem is in order. What if we had instead of multiple teams, just the two standard teams, but, say, several differant spawn point types.
The grangers would be assigned a faction (color-code) the first time they spawn in a given game. It could be determined by which egg they spawn from. The color code system could be added on top, as an added attribute to each player or buildable, to determine how damage is dealt. Upon being assigned a team, the player would be reskinned into a differant color granger. If the "color" teams are not in balance, should we have an op command to 'fix' them? How would changing color teams be handled? Should a \reconnect force them into the same color team they were in before? Give them a choice? Force reassignment?
Let's get this development rolling!