Freeze Tag Mode

Registered by Kyle Staskiewicz on 2010-08-25

Basically, when a player dies from suicide, core dump, whatever, they will remain in that spot 'frozen' with a small zone around them (the size can be customized by the admin). Once a teammate passes through that zone, they will be unfrozen and either continue playing from that spot or respawn at an available spawn point (also add a zone_spawn_distance option so they don't respawn inside a fortress zone, for example, and ruin defense, etc). Also add a separate walls_stay_up_delay_frozen option. Can probably be expanded further, that's what we thought up on IRC.

Frozen players should not be able to browse around at other players while frozen. Their cycle should remain on the grid in the center of their freeze zone, with the camera focused on their cycle.

When unfrozen, add a few second of invulnerable time in case there are a bunch of walls around, customizable by admin?

Blueprint information

Status:
Not started
Approver:
None
Priority:
Undefined
Drafter:
None
Direction:
Needs approval
Assignee:
None
Definition:
Pending Approval
Series goal:
None
Implementation:
Unknown
Milestone target:
None

Related branches

Sprints

Whiteboard

not really sute what to put here so lets try

couple of things to account for. death on player walls. do they punch holes which can be applied with tactics or levt alone.

time staying in ranged to unfreeze ally and what if an enemy comes within range as well.
,
what happens of a flag is held by the frozen player and maybe bonus points

(?)

Work Items

This blueprint contains Public information 
Everyone can see this information.

Subscribers

No subscribers.