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Messages - Machine Medic

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News / Re: IndieGoGo campaign ended and future
« on: May 26, 2018, 08:18:58 PM »
The only other suggestion I can add at this point is to look at possibly going open source and/or accepting volunteer help on an NDA/closed source basis.  There are players in the GrangerHub community who seem to be capable coders...

...even if they don't exactly possess a unified sense of direction.  Or foresight in general.  Most of their 'solutions' are in need of a problem.

Code: [Select]
"Hey, why not give all structures 3x health and delete the repair feature?  Humans camp too much!"
"Sure, that sounds like a great idea!  While we're at it, let's give the humans portal guns and grenade launchers... because the aliens camp too much?"
"Brilliant, but grenade launcher?  We're going to have to give the tyrant 1200hp then...  Let's do it!"
"Hey, want to give all humans ckits as sidearms and let the aliens devolve into grangers, so that when either team's spawns are dead they can just switch to ckit and rebuild somewhere else?"
"Yeah, that'll make forward bases easier, woo!  But won't that mean the game will never end?"
"Yeah, but we can just make it so build points aren't recovered when structures die."


Suggestions, ideas / Improve the vote system
« on: May 15, 2018, 10:17:58 PM »
Please add some basic logic functions to recognize a passing vote condition *before* the 30 second timer expires.

For instance, 2/3 players vote yes -> the vote has passed.

Please also add the ability to call a map vote when you are the only person on the server, regardless of whether sudden death or other time constraints have triggered.

For instance, I connect to an empty server to try a new map but am prohibited from calling a map vote because SD has activated.

-> Call a draw to move to the next map
Wait 30 seconds for the draw vote to pass.
Draw vote passes.
Wait 30 more seconds for the next map to start.
Next map starts.
-> Call a vote for the map that I actually want.
Wait 30 more seconds for the vote to pass.

See the problem?

Discussion / Rotcannon...
« on: May 15, 2018, 11:20:36 AM »
Is it supposed to be this dark?


Discussion / Re: How do we attract more players?
« on: April 22, 2018, 11:42:20 PM »
I guess I have to disagree.  The reason I hardly play the game right now is because it needs a lot of work. 

Playable?  Yes.  Sort of.  But by no means is it up to spec.  The netcode teleports me across half the map when I play as grabit, movement physics are so-so at best, and automatic weapons like the rifle and chaingun glitch out frequently while firing.  If it was smoothed out to the point where it *felt* like genuine 1.1, I would probably play it much more. 

That's why I play 1.1 when I want to be competitive.  Not because Murnatan is missing a dumb Quake Champions style 'play' button.  Rather, because it is hard to take it seriously when you are playing to win but the game itself just can't keep up.

I think the population issues are caused by people making these same conclusions on their own.  "Eh, this is dumb.  I'm gonna go play something else."

A ranked matchmaking system would be perfectly fine... as long as it does not replace the traditional server browser.  Take TF2 or Quake Live for instance;  Both have regular server browsers as well as automatic matchmaking.  *That* is the way to do it.

Sidenote:  While there are a lot of poopy people in the Tremulous servers, I think a lot of the true hostility stems from a lack of cohesive leadership in the communities themselves.  The good people get mixed in with the bad as server admins, or the rules prohibit action that would get rid of them - or even something simpler like a lack of clear structure or procedures - and the hatred just goes round and round.

Doesn't help that it's hard to make bans stick.

Discussion / Re: How do we attract more players?
« on: April 20, 2018, 11:06:47 PM »
^ this

Discussion / Re: How do we attract more players?
« on: April 19, 2018, 10:35:21 PM »
The game needs to be fun on a competitive level before it will stand any chance of attracting regular players. 

Smoother alien controls, better prediction between server and client, complex keybinds, password protected/whitelisted scrim servers, etc.

It needs to *feel* like a proper twitch shooter.  Otherwise skilled players will have no reason to stick around.  Make the game run as smooth and tight as quake and people will start to hang out.

Discussion / Re: Do I have an aimbot? XD
« on: April 10, 2018, 10:46:32 PM »
Somebody's never played a twitch shooter before.   ;)

Suggestions, ideas / Re: Reactor & Overmind Invulnerability
« on: April 06, 2018, 02:42:22 AM »
Armory & DC construction needs to be re-enabled during SD.  Slowing down rant charges with a sacrificial DC is a legitimate tactic.

It would also be nice to have the SD clock halted whenever either of the two teams has 0 players.  That way you are less likely to connect to an empty server - only to find that the game is stuck in SD and needs to be reset before you can play.

For shits and giggles, re-enable Extreme Sudden Death votes to take care of that *one* alien camper who hides outside of human radar!  No spawns... and constantly decaying health at 1% per second!

Discussion / Re: What is the objective of the game?
« on: April 05, 2018, 11:20:57 PM »
The goal is to kill off the enemy team after eliminating their ability to respawn (by destroying the humans' nodes or aliens' eggs respectively).
There are a few basic strategies you can use to accomplish this...

For Aliens:
1.  Destroying the enemy reactor will cause all buildings to stop functioning.  Humans will be at a big disadvantage because they have to spawn with a construction kit (ckit) and build the reactor (if nobody had a ckit on them the moment the reactor was destroyed).
2.  Destroying human armories will prevent them from rearming or switching gear.  In smaller games it basically means a human needs to die, respawn with a ckit, and then build a new one.  During sudden death (when you can't build anymore), this dooms the human team as they cannot buy armor or weapons any longer.
3.  Destroying enemy medi pads makes the human team unable to heal (only with a med kit, which humans get when they spawn, it has one use and needs to be replenished on a medi pad). During sudden death this ensures you can easily get resources to continue an attack as humans will constantly be on low health, die and respawn.
4.  Destroying enemy nodes (spawns) directly.  This is very effective during sudden death, as they can't rebuild them.
5.  Destroying enemy turrets and other defenses to gain access to the above 4.

For Humans:
1.  Destroying the aliens' overmind will prevent them from evolving.  This gives you a steady flow of income to continue an attack as it forces the enemy to spawn as grangers or low hp pitins to defend.
2.  Destroying the aliens' booster will slow down their health regeneration and prevent them from poisoning you..
3.  Destroying enemy defenses - in particular, trappers and other slowing structures - gives you access to the overmind and spawns.
4.  Destroying eggs directly can be effective in sudden death (as they can't rebuild them) if you can find them all.

This is just scratching the surface for the game, as there are many other strategies that may come into play... especially when it comes to coordinating with your team.  At high levels of play you feint operations, rush together as a team, and protect your builder to create a forward base. This creates momentum to help you overwhelm the enemy team.

Just offering a second set of eyes.

Media / Re: The Hovel is back boys
« on: April 05, 2018, 11:22:28 AM »

Pretty sure this is just an oversight / on the to-do list if I were to venture a guess.

Discussion / Re: What is the objective of the game?
« on: April 04, 2018, 11:12:13 AM »
Kill the enemy team and all of their spawns.

Suggestions, ideas / Re: Admin Panel
« on: April 04, 2018, 11:11:14 AM »
Server-based, most certainly. 

Suggestions, ideas / Re: Admin Panel
« on: April 02, 2018, 11:19:45 PM »
And so it begins...


Suggestions, ideas / Re: Auto Balance
« on: March 31, 2018, 04:29:31 AM »
Most of the problem is that team balance isn't enforced while joining.  Normally the game wouldn't allow you to join if it would stack the teams by more than 1 on either side.

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