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Topics - Machine Medic

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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 / Finally June!
« on: June 02, 2017, 12:19:21 AM »
It's finally June and it looks like you guys might still be on track for a pre-alpha this month.  Do you think we will finally get a chance to test out the game, or is it still not ready for bug testing?

Suggestions, ideas / Server access requirement: Minimum Steam account age
« on: January 11, 2017, 05:19:31 AM »
I and the other Contra leaders have been discussing the potential problems arising from the decision to make this game free to play, and we have come up with a server security protocol that we would like to see in this game.

In order to combat the tendency of determined individuals to repetitively create new credentials to circumvent a ban, we would like to have the option of barring Steam accounts from our servers that have recently been created within 'x' days/weeks.

By setting a minimum account age in days or weeks, we hope to diminish the capacity of determined individuals to incessantly persist in nuisance/hostile behavior on our servers.  Requiring an account to be older than a specified value should establish a minimum "waiting period" for these sorts of individuals before they can attempt to reconnect and evade our ban again.

While this is not a perfect solution, it would present a much less destructive alternative to subnet banning.

Suggestions, ideas / Masterlist server & player data logging
« on: January 07, 2017, 01:38:45 AM »
A suggestion purely for analytic and recordkeeping purposes...

It would be nice to have a running long-term historical record of daily unique players and servers available at some point, in order to monitor the overall health and popularity of the game over time.

...Just a passing thought.


(P.S.: Would love to hear how progress on the game has been going lately.  Dev tracker has been silent)

Suggestions, ideas / Weekly dev blog on Steam during Early Access
« on: November 16, 2016, 09:21:03 PM »
Just an idea...

In the interest of showing people that AAAGames is indeed serious about this project, I thought it might be worthwhile to consider starting a weekly dev blog to summarize the previous week's accomplishments, next week's goals, and upcoming plans in regards to the development of the game.

Making this blog visible on Steam could go a long way towards attracting hesitant or skeptical buyers.  People can relate to developers' struggles better when they can see exactly what is going on behind the scenes on a day-to-day basis.

This wouldn't have to be anything terribly time consuming or involved, either... 1-2 pages including a picture or two on a Friday, weekend, or Monday would allow people to see into your world and get excited about upcoming changes.

Creating and linking to a matching reply thread here on these forums with every blog post would also allow people to give you feedback in regards to what is good, what is not so good, and what needs to be re-thought when it comes to changes and improvements.

For example:

Code: [Select]
Week 47:
We have finally implemented 'x' series of updates that we have been working on for the last two months, we think they should add a lot of new possibilities to the game...


Tell us what you think.

[link to week 47 forum thread]

Something like this could also be done on a bi-weekly basis as well if weekly would be too stressful.

Suggestions, ideas / Some way to browse the server list while playing
« on: October 24, 2016, 03:23:50 AM »
Just a quick and simple little suggestion...

It would be quite handy to be able to view the server masterlist while already playing on a server, in order to see if anyone is playing on a different (i.e. your favorite) server, etc.

For bonus points, include some kind of simple rule-based system in the ui to notify you based on conditions that you set:  i.e. greater than/less than 'N' players on 'Y' server, players with 'X' text string in their username on 'Y' server, etc.

This would be a big help with keeping smaller servers populated. 

For example, I might play on a public server to stay busy for a while if our clan server becomes empty, but I would like to know right away if anyone starts playing again so I can return there to join them.

Suggestions, ideas / Spaceship map ideas
« on: July 23, 2016, 03:32:05 AM »
Since it has been confirmed that there will be a spaceship map eventually, I couldn't resist sharing a few of my ideas.

I had a sudden creative impulse, so I sketched up a quick and dirty floor plan:

(Click to enlarge)

(Click to enlarge)

Since it is a larger and more complex design, color-coding or otherwise distinguishing the port and starboard halves would probably be advisable.

The layout is not drawn to any scale or proportions and needs adjustment & fitting.  Feel free to scavenge whatever ideas you want for this project, or the entire design if you actually like it.

Off topic / Machine's new computer
« on: February 25, 2016, 01:37:56 AM »


 - ASRock X99 OC Formula

 - Intel i7 5820k (6 core, 3.3GHz stock)

 - MSI GTX 980 Ti Lightning Edition (1203MHz Base, 1304MHz Boost)

 - Corsair Vengeance LPX 4x8GB 2133MHz DDR4 kit

 - EVGA SuperNova 1kW P2(had major power quality issues)  - Corsair HX850i 

 - Samsung SSD 950 512GB [Not installed in image, for programs and operating systems]

 - Western Digital Blue 1TB 7200 [Not installed in image, for archived files]

Still putting the pieces together, and I haven't posted the BIOS yet, but I should be able to hook up my monitor and begin installing OS's by tomorrow.

Off topic / R.I.P. Real Life
« on: November 06, 2015, 10:36:37 PM »

Suggestions, ideas / Demo files
« on: July 11, 2015, 08:06:51 AM »
I'm not sure how feasible this is in Unreal Engine 4, but I'm curious to know if there are any long-term plans to implement in-game demo recording.

In 1.1, as I understand it this was accomplished by saving network packets into .DM_69 files that could be played back like an active network connection later.

It sounds like a trivial feature to have when you can screen capture with software like FRAPS, but it's actually a valuable tool for capturing evidence of rule violations so that warnings and bans can be issued - mainly because clients can be set to automatically record hundreds of hours of gameplay with very small disk space requirements.

I know this feature would have personally saved me a few major headaches in the past if I had learned to use it earlier, and I've managed to capture some rather unique moments with it in the time since I have enabled it that would have been lost otherwise.

Suggestions, ideas / Manual construction & Legacy edition.
« on: June 18, 2015, 02:13:45 AM »
I had two ideas I thought I should bring up here this time...

Firstly, I'm wondering if removing the automatic construction of buildings completely might make building a more interactive part of the game.  While this won't fix the issue of players not wanting to build, I think the idea of having to stay close to structures and attend them manually while you build them might add another level of depth to the game.

Perhaps something as simple as having to target the structure with a ckit/granger and hold to make it build, or maybe something more innovative like having to individually target and build different 'parts' of the structure with the same technique.  Construction should still take the same amount of time as before, but would be interrupted if you stopped attending the structure.  I think this is an idea worth consideration, and it's open for discussion.  After all, the alternative is being stuck with a build timer and a pathetic sidearm for 20 seconds.

Secondly, I know the idea of a Collector's Edition of the game was briefly touched a few years ago, but I'd like to brainstorm a few ideas for what we might chose to include in such a version.  I am also curious to see if Rota might be interested in releasing an additional early-access-only limited Legacy Edition as well...  Something targeted at pre-release supporters, play testers, and 1.1 veterans.  Mainly the first two, though.  We all know how cheap a lot of 1.1 players tend to be.

I was thinking some custom skins would be welcome in both.

Perhaps 'newer' looking versions of the default equipment for the collector's edition?  Sort of the latest-and-greatest versions of the standard-issue armor and weapons?  Definitely add some real bad-ass variations on the aliens as well.  Perhaps some color features resemblant of warpaint on top of some reworked darker/lighter/bloodier/etc. textures.

And conversely, maybe some sort of older, more nostalgic weapons for a legacy/limited-edition version... Something to subtly pay homage to the way things were, something with the sentiment; "I participated in history".  An artistic extrapolation of what could have been many years in the future of the 1.1 universe, perhaps.  I'm not suggesting you copy trem, but rather that you might try to re-imagine that unique 1.1 aesthetic in a completely new way.  A sort of relic from a foregone era, sort of like this.  Maybe even a sausage reference of some sort as an easter-egg if you feel so bold.  I'm not certain what aesthetics limited-edition alien skins should have, but they should be something very special... I'm just not sure what.  These are just ideas, mind you.

I'm curious to see what people think of these ideas. 

Suggestions, ideas / Serverside player statistics
« on: February 21, 2015, 04:34:55 PM »
I would really like to have some good server-side player data in Murnatan.

For instance, being able to track a person's total play time, average kill/death ratio, previous warnings and bans, log-in dates, individual player notes, known IP range, etc.

Tools like this would be a huge help with daily operation of a clan server when it comes to investigating evaders, tracking member activity, admission eligibility, scrim team potential, known aliases, and so forth.

Especially if we could have a tool to link alternate accounts together, so an action towards any of a person's accounts will be applied to all of their known aliases.

Server-to-server ban sharing/tracking would also be a nice bonus as well.


Discussion / Hitsounds?
« on: January 01, 2015, 04:09:02 AM »
I'm just curious to see if there are any plans to implement support for any sort of hit indicators like those found in Quake or TF2.

(Quake hitsound)

Suggestions, ideas / Strafe-jumping?
« on: November 02, 2014, 11:30:45 PM »
I'm just curious to know if the engine in this game will be configured to allow strafe jumping.  It's definitely a fun feature to have, especially when traversing long distances.

Although 1.1 had limited jumping stamina by default, the IOQuake3 engine still retained it's ability to support strafe jumping on private servers that disabled stamina usage.

I don't believe UE4 inherently possesses the ability, but I'm curious to see if AAA has any plans to implement it somehow.

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