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Overtime Score Limit Configurability

Superjazz

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Dec 7, 2025, 01:17 AM
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Overtime Score Limit Configurability

Regarding the configurability of the overtime score limit for battle, etc. the current draft is that this setting can be controlled both via the Server plus.ini file, e.g.

[Server]
OvertimeScoreLimit=3

OR with a remote admin command /otslimit {number between 0-255}, which will be used to calculate the score limit when overtime kicks in (and it won't exceed the current maxscore), e.g.

/otslimit 1

Setting the value to 0 will disable this functionality altogether, i.e. the game will function as before regarding overtime in teambattle/battle-based modes, meaning that the game ends only when either the timer runs out or a team/player reaches the maxscore limit. However, there is a new alert added to clarify this when overtime kicks in.

Also, in battle modes the blue color will remain for the score limit when in overtime even if the feature is disabled, to avoid messing with backward-compatibility, etc. Thoughts so far?
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Violet CLM

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Dec 7, 2025, 01:06 PM
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It seems it would be simpler not to do any of this... nobody seems to have any problem with the new overtime score limit design. And I definitely don't see why someone would want to bring back the old behavior, even if it's possible to code a way to let it happen.

If you're concerned that playing until 2 points have been scored in Battle/Team Battle/Pestilence/Roast Tag, and until 1 point has been scored in CTF/DCTF/Jailbreak/Head Hunters, is too inflexible, you could base the number on a percentage of the current max score and/or time elapsed. There doesn't seem to be a reason to introduce a new invisible setting that everyone will forget about. Even if people did use it, they would presumably use it to express some consistent logic which could just be coded into the game.
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