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Messages - Prophet

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76
Suggestions, ideas / Re: My ideas
« on: December 03, 2012, 10:53:32 PM »
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Hovel will be back, but faster build timer inside is nice idea  :D
Tests will tell. I think we could have SOME buildtimes shortened but that hovel idea is bad, for 2 grangers+2 hovels= instantbuild unless you add some bp quee like 1.2.
Only 1 hovel can be built for 0 BP.  So only 1 Granger can get their BP timer shortened.  Plus you can only build Hovels at S3, the benefit is quite frankly marginal.  But it would give Grangers a reason to actually jump into a hovel, where as normally in 1.1 I feel safer just hiding in a corner or something than an obvious target like the hovel.

Oh and to clarify, jumping in the hovel won't cut your BP timer in half, it will simply count down the build timer twice as fast, so you'll only get the benefit of half build timer if you spend the whole time in the hovel, meaning only 1 granger can take advantage of this at a time.

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BTW, we tried rebuildable armoury and medi on funserver one time. Humans moved base to plants room. It was very hard to kill arm and medi, but we killed it after few rushes. But they rebuilded it - humans was immortal.
Me+buddies of mine once implemented this in a server, but it was disastrous. Two tyrants (I was one) suicded past rets and an MD on ATCS just to kill the Armory. -10 evos and 1 minute later, armory was back up. We stopped game and removed it.

Hm, I don't know about this.  This is most likely an exception to the norm.  I'll tell you if you every play against me in a 1.2 match, you will probably lose at SD if I'm playing aliens.  This especially true if there's an e7 member on skype with me, because the first thing I'll do ~2 seconds before SD starts is charge in your base with a rant and kill your medistation with 1 swipe (The charge will bring it to half)  And if that fails, another alien like a mara or something will come in and zap it once to finish it off.  Basically, you have no hope in defending your medistation if a skilled alien wants it dead. Unless you literally put it in a ridiculously far off spot that makes your medistation less convenient for healing.

I don't have stats, but if you were to look up stats for victories after SD in a non-UBP server, I am almost certain aliens have 70-80% win rate.

BTW, we tried rebuildable armoury and medi on funserver one time. Humans moved base to plants room. It was very hard to kill arm and medi, but we killed it after few rushes. But they rebuilded it - humans was immortal.

The problem was is that you're targeting the wrong thing.  If you're going to suicide rush and there is rebuildable armory and medistation, your target should be nodes or the RC.  Likewise for humans, their target should be eggs and the OM.  This makes it so that taking out the armory/booster/medi is a strategic objective that helps you rush the real objectives, such as the spawns.  As it stands now, taking out either the medistation or the armory, especially both means near certain victory for the alien team.

Yes I agree having a single rebuildable armory/booster/medi can draw out the game slightly longer, but you're going to see those infamous 100 minute games you see in 1.1 if the map is correctly balanced.  In 1.2, the armory and medistation could be rebuildable in SD, and the games would still end really quickly, just because of the accelerated nature of the 1.2 gameplay.

SD - that is true. But game like this should be little "unbalanced", so humans can use some aliens disadvantages and vice versa. And that unbalancing making the game balanced :) Humans must build good antisnipe base and aliens anti grenade/luci base. Aliens can snipe medi, and they need good position and time for this. Hunans can nade booster/egg, and they don't need good position and time, only must be quick.

This is true, and it really comes down to preferences as the developer, as long as game as whole is balanced, I (as a player) do not mind certain aspects to be unbalanced.

77
Suggestions, ideas / Re: Evolving.
« on: December 03, 2012, 10:46:08 PM »
No no, I'm not saying aliens should be able to evolve everywhere, I'm saying that it's possible there's no direct threat to the alien base and you're still not able to evolve inside of that base because there's something human nearby, is annoying.

So perhaps make it so that the "Unable to evolve" effect radius does not go through walls, that you can jump around a corner and evolve if needed.

78
Media / Re: Marauder
« on: December 03, 2012, 08:11:45 AM »
This is exactly what I'm looking for.  Non-liberal improvements to the game's graphics.  One of the big things that turned me off from Unvanquished is the butt-ugly basis and the ridiculous looking goons.

Keep up the good work :D

79
Discussion / Re: "Earn Real Money"
« on: December 03, 2012, 08:07:39 AM »
Paying money for maps would be problematic because we'll just have what he had in 1.1:

ATCS ALL DAY EVERY DAY! <3

But seriously speaking, why not make it so that servers pay the map makers to have the map on the server, not the player.  That way, good map makers can still get paid, because server owners will want their map on their server.  And servers with more maps will naturally attract more players, so this would definitely create opportunities for map designers.  As result, we would get more maps of better quality as a community.

80
Suggestions, ideas / Re: Jetpack and flamethrower.
« on: December 03, 2012, 08:01:13 AM »
1. I think that stopping part is bug. We will not implement this bug :)

Do be careful about how you implement this.  Remember that one of the biggest benefits (Almost the only reason I personally use a jetpack ever) is that it allows you stop drop from high elevation to low elevation very quickly without taking fall damage.   Meaning if I fall from a very tall spot to the ground, I turn my jetpack on and off just to stop above the ground.  Alternatively, if I'm on a cannon map, and use the cannon to get to the top (lets say the green room at the top of rotcannon) I will use the jetpack to stop accelerating upward so I can maneuver to the room easier.

81
Suggestions, ideas / Re: Evolving.
« on: December 03, 2012, 07:56:17 AM »
2. Devolving will cut off some gameplay - if you need smaller alien, you need to die = feed humans = more action on human side, more atmosphere on alien side. If you can devolve, you just need to devolve = no feeding for humans, no action on human side, safety on alien side.

There is always /kill.  The main reason why devolving is a bad idea is because if all eggs are down but the OM is up.  Any alien can still be a granger.  In bigger maps its already a giant wild goose chase for humans to finish the game, this feature would only add to that.

82
Suggestions, ideas / Re: My ideas
« on: December 03, 2012, 07:45:42 AM »
Wellcome, you was admin on RCZ servers, right?
Yup.  That's me. :)

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-Hit-boxes:  Hit boxes in the game should no longer be boxes but reflect exactly what the model looks like.
Hit-boxes will be exactly like model shape (and that need additional gameplay balancing).
Yeah, I can imagine so, either adjust the size of the projectiles or the alien to achieve this.   This alone will probably take quite a bit of testing to balance.  The tenancy in tremulous is that the more skilled both teams are, the stronger humans tend to be, the less skilled both teams are, the strong aliens are.  So not only do you need to balance, but you also need to balance with a suitable group of players.  (average I guess)

By the way, one of the things I really like about tremulous is that you can stand on the edge of a hit box without slipping off, consider keeping that in Tremulous2, it makes for a lot of strategies and generally just makes navigation easier.

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-Make the luci jump more viable again (Increased knockback, decreased self damage)
It will be similar like in 1.1.
Good to hear, people like Quake 3 games because like to fly around the map with rocket jumps.

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-The temporary poison immunity to be reintroduced
?
Ok, I was really unclear about this.  What I meant is that you give the medikit the temporary poison immunity.  in 1.2 this was removed, and this made the alien strategy post S2 is to literally just suicide poison the humans to stop them from attacking your base.  The bigger the map and farther away human base is from alien base, the more effective this suicide poison tactic works.  I think medikit should have that 10 (or whatever it was in 1.1 I don't remember) second window for the human to fight off the alien without being poisoned to death right after every fight.

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-Bring back the hovel with strict entry and exit restrictions to prevent glitching.  The one granger sitting in the hovel will have their build timer count down twice as fast.
Hovel will be back, but faster build timer inside is nice idea  :D
Shut up and take my money.

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-Advance Goons:  Sniping barbs no longer add poison
Sure. They adding poison in 1.2?
Yeah, I think it's pretty stupid how an adv Dragoon won't even fight me sometimes, just snipe me with a poison barb, run back to base, rinse and repeat.

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-Sudden Death: The armory, medistation, and booster are rebuildable again.  Triple free evo/credit generation to promote rushes.
Sudden Death should end "unlimited games" and if you will allow to rebuild these important buildings, game can turn into "unlimited" again. So - in default no.
My concern isn't about "ending games."  The problem is that buildables have much different values to humans and aliens.  You kill a booster, sure, it sucks for aliens, but they can still heal and evolve.  (Not to mention the adv basi is a booster) But if you kill an armory, its GG.  The alien's "armory" has ~300 more hp.  But the biggest problem is the medistation.  It literally takes 2 swipes from any alien bigger than a mara to turn the human team in to an assured evo farm.  If the booster is still up, its really GG because you just have to touch them once to get a kill, meaning humans have very little chance in SD.  I can definitely testify to this from personal experience from 1.2  Another thing to note, is that due to the nature of human vs alien base building styles, it is by far easier to fit a second booster than a second medistation, simply because aliens are less reliant on other structures. 

Something to consider, perhaps you find a way to balance SD without rebuildables, but in that case maybe the medistation in particular should be a little harder to kill.  And I never understood how turning of evo/credit regeneration helped SD end games, I feel like if players have more credits and evos, they will be more likely to rush and end the game.

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Other suggestions:
This is a bit out there, but I think it would be need to have a matchmaking system.  Kinda like a scrim finder for teams of 3s, 5s and 7s.  You would be able to queue up and find other teams to play against.  This could really get competitive play going and might even open up other additions like a ladder or a competitive circuit.
I am not sure about this feature for this type of game. There is no lobby in this game, so most of players mainly playing long games (30 minutes+). Waiting for fullfill your queue with specified/clan players can be very long.
It depends.  If your game gets really popular, it might be easy to match clans up.  But the way tremulous is now, you're definitely right.  Its really just wishful thinking on my part.

83
Suggestions, ideas / Re: 2000
« on: December 02, 2012, 01:59:38 AM »
I'll have to agree with Rota's assessment of share and donate above.  I also want to point out that share messes up scrims by basically turning it into a "Share your best player all your credits/evos" game.

84
Suggestions, ideas / My ideas
« on: December 02, 2012, 01:50:19 AM »
Hi Rotacak, hello Trem2 Community.  Since I know most of you will probably recognize who I am, I won't go into introductions right now.   I am definitely very interested in this project, because I love and grew up tremulous, but have not been very impressed with the progress other projects have been making.   Simply put, I am in "Shut up and take my money" mode.  I will definitely be trying this out with my e7 buddies when it becomes available.

Anyways, onto the suggestions.  I apologize if anything listed here is already covered elsewhere in the forums as I have not had the chance to look over everything yet.  Also to note, I am making these suggestions based on the 1.2 GPP version, so just ignore points that are not relevant.

Prophet's wishlist
-Hit-boxes:  Hit boxes in the game should no longer be boxes but reflect exactly what the model looks like.
-Make the luci jump more viable again (Increased knockback, decreased self damage)
-The temporary poison immunity to be reintroduced
-Bring back the hovel with strict entry and exit restrictions to prevent glitching.  The one granger sitting in the hovel will have their build timer count down twice as fast.
-Barricades will now be able to be built on walls and ceilings
-Advance Goons:  Sniping barbs no longer add poison
-Evolving: Aliens can now evolve anywhere within  creep/OM regardless of distance to enemy (Outside creep evolve restrictions remain the same)
-Sudden Death: The armory, medistation, and booster are rebuildable again.  Triple free evo/credit generation to promote rushes.

Other suggestions:
This is a bit out there, but I think it would be need to have a matchmaking system.  Kinda like a scrim finder for teams of 3s, 5s and 7s.  You would be able to queue up and find other teams to play against.  This could really get competitive play going and might even open up other additions like a ladder or a competitive circuit.

That's all I have to say for now, flame away. :D


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