Tremulous Forum

General => Feedback => Topic started by: seraph on January 08, 2007, 09:37:47 am

Title: Compiled list of suggestions
Post by: seraph on January 08, 2007, 09:37:47 am
On the topic of upgrades:
Firstly, in my opinion, Trem is a pretty damn balanced game, though 2 caveats apply to this.
a) aliens own at s1; humans own at s2; and SD = alien win
b) due to the fact that aliens don't play in groups (because they rely on melee attacks and are large, resulting in blocking no matter the skill of the players) the more people on a server, the better chance of a human victory. Even a good alien can be left going "WTF 250 HP IN 2 SECONDS OMG HAX" on occasion.

So. What I would like to propose is going to be presented in two sections; the things to do, and the things that you mustn't do.

Suggestions/Requests:

a) More interesting dead bodies. I would suggest that if, for example, a dretch was killed by a shotgun (more than 4 impacts), a MD or a luci, you could set it up so that there's a few small pieces of debris (using the model from dead acid tube) and a bloodstain decal on the floor. I hate it when I hit a dretch with a full-charge luci shot and it just lies down like it's decided to take a nap. This would not result in balance issues, or more modeling. Just a few lines of code. Please?
You could also work on human fatalities. I know that this would be more time-consuming, but I would suggest that more than 50% of human fatalities are due to headbite from a dretch, mara or dragoon. Take the head off, put some blood on the uniform. Christ, just put some blood on the skin in a few ways and give it a random chance of occurring - it'd be more realistic, again. It always looks like the human died of old age.

b) More human playermodels. Just one, even- you could let players select using the "sex" function. Sarge is bloody ugly. Bastard makes a lisk look like Ms Universe. Also, I don't think the human "clone army" looks good, at all. Why are they wearing camo green? There's no bloody jungles in space.
Again, this would result in zero game balance issues.

c) Fix the luci. I know all the purists will hate me for saying this, but if 80% of servers consider using a weapon to do what it was designed for (described as a "more powerful version of the pulse rifle" ingame) to be kickable, it's not bloody balanced. Lucispam is a real problem for two reasons: namely that it does as much persecond damage as a charge shot, and that it's so damn defensive. We don't want any more incentive for humans to camp, it's bad enough already. I would suggest that you make the secondary fire slower in terms of RoF, with damage unaffected, but firing a faster projectile. A bit faster than the prifle, I think. This would make it much much more useful in chasing things like grangers (which move as fast as a luci shot, or close to it) while stopping the spam issue.
Try it out with some testers.

d) Advanced Dragoon Snipe
I think this is a bit ridiculous. This creature is meant to be firing spiked barbs, not armor-piercing rockets. The way that an adv goon can take down a base is beyond a joke. It's a damn siege weapon. One "clip" can take the armoury down, and then you're fucked for SD. There's only one legitimate base that can stop advanced goons in sudden death (Supertanker, above the fan) and it's not a default-included map. I think that this should be modified to fight humans, not besiege bases- perhaps by going with the "barb" idea and having it pull humans toward the goon, impeding their ability to run off. It's almost single-handedly responsible for the SD= Alien win syndrome.
People might suggest that this would result in humans being able to camp SD, but if you remove lucispam that might change, IMO.

e) Trembot
Needs to be included in servers as default. Need I say more?

f) TJW's GUID patch
Likewise, once the Linux executable has been fixed to BE an executable. Not everyone knows what chmod +x is.

g) De-evolving
I don't want you to go crazy with new "gameplay features" but it is absolutely infuriating when you takedown the human base with no eggs left, and some bastard hides from your tyrants and goons in some little bloody airshaft. It wouldn't be hard to allow the evolution menu to allow backwards movement. You might want to extend the "enemies too close" thing though, to avoid having some retard attack with tyrant, de-evo one to adv goon and pounce up a wall.

h) Battlesuit
is stupid. Why is there no radar? There should be radar if there's radar in a helmet. Why can you see like normal when there's nothing but one big red eye? I recommend that you add radar to the bsuit, and to compensate either apply a dretch-distortion lens or make the bsuit FOV a circle.
(Personally, what I'd like would be a red-tinted, circular FOV with some kind of interference signature/static running across it. This would be compensated for by either allowing bsuit to zoom regardless of the weapon held, or getting infrared vision, not allowing sight through walls but increasing the contrast with which an alien shows up from the landscape. But that's just me.)

i) Flashlight
READ THIS, IT'S NOT THE USUAL. YES I HAVE READ THE FAQ.
I agree that Trem does not need a flashlight because it is bright anyway. I agree that even though some of the maps are not, you should not use lighting as a gameplay mechanic. However, since the maps are lit well, there's no advantage conferred by a flashlight. So why not? It would add to the atmosphere tremendously, and look cool besides. :]

j) Regen Pack
as per how everyone else has suggested a medic pack. :]

k) Overmind Down
isn't really that much of a biggie, if you're a tyrant or adv goon. It's about as important as an armoury down to someone with an energy weapon. I suggest that regen should be way way slower while OM is down, and alien-radar should be disabled. Aliens don't rely on their OM as much as they should.

l) Flood protection
Needs to be included and on as default.

Awful Ideas That You Should Not Do:

a) Stage 4
Oh god no. Please do not fall into the trap of adding more features for the hell of it. Yes, the community would probably like it. But if you get into the feature-overload cycle, it's gonna end up ruining Trem. Please do not give us any bloody advanced tyrants or overlords or MEGER SUPAR CANONZ or any of that crap. If you have to add something, add some kind of medium class ambush-killer alien, and an auto-shotgun with a tiny clip. Or, expensive speedboosts for humans, to make running back to your turrets (or after an alien) that much quicker. This is, after all, the core game: people are welcome to make themselves some 125000 hp mega-dretch with a chain-massdriver attached, provided it's in a mod. And they can, because opensource is FTW.

b) Removing dretch-headshot-from-ground
A lot of players forget that a dretch is just as valuable as a naked rifleman. It needs to be as easy to kill a naked person as a dretch, and when you're a dretch you know you can die like THAT. It needs to be the same for humans.

c) A third species
As per my arguments against Stage 4.
Title: Compiled list of suggestions
Post by: Undeference on January 08, 2007, 10:09:59 am
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using the "sex" function
Um what? I guess the manual really does need to be fixed some.
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namely that it does as much persecond damage as a charge shot
A fully charged lcannon shot takes 2 seconds to charge and requires you to wait 1 second before charging again. But it does 265 damage, more than you can do with the secondary in a similar amount of time.
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A bit faster than the prifle, I think.
Imagine 265 damage traveling at you faster than a prifle shot.

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I think that this should be modified to fight humans, not besiege bases
The game is about laying waste to your opponent's base, not getting a bunch of kills. The advanced dragoon is no exception.

e,f ... considering these have been in svn for several months, I find it amusing you mention them now.

i I agree completely. Tremulous also needs sunglasses and headbands with a different color, all of which can be purchased at a new structure for 200 credits each.

j medkit
Title: Compiled list of suggestions
Post by: seraph on January 08, 2007, 10:19:47 am
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Um what? I guess the manual really does need to be fixed some.

Uh, there's a sex (male|female) variable. Use that to choose.

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Imagine 265 damage traveling at you faster than a prifle shot.

RTFP. I suggested that it be the secondary fire replacement. Not a fully charged primary-attack.

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The game is about laying waste to your opponent's base, not getting a bunch of kills. The advanced dragoon is no exception.

Hey that's a good point, let's make a machinegun rocketlauncher with nukes. The fact that it's what it's designed for doesn't make it balanced.

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e,f ... considering these have been in svn for several months, I find it amusing you mention them now.

Ok, didn't know that. Thanks.

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i I agree completely. Tremulous also needs sunglasses and headbands with a different color, all of which can be purchased at a new structure for 200 credits each.

Don't be a retard. Go play a MUD if you don't think that there's any place for graphics in gaming.

Mate, I would prefer constructive comment, instead of having you go O HAY THAR HE HAES LOW POST-COUNT! CHARGE THE INSULTER~!
Title: Re: Compiled list of suggestions
Post by: Stof on January 08, 2007, 10:22:55 am
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a) aliens own at s1; humans own at s2; and SD = alien win
True
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b) due to the fact that aliens don't play in groups (because they rely on melee attacks and are large, resulting in blocking no matter the skill of the players) the more people on a server, the better chance of a human victory. Even a good alien can be left going "WTF 250 HP IN 2 SECONDS OMG HAX" on occasion.
Sooooo wrong. Stats show clearly that the more players, the bigger chance for alien wins.

Aliens CAN and DO play in team, even with FF. Human teams are made to group their offensive power, alien teams are made to group their defensive power. Considering a Tyrant can kill anything in 1 to 3 very fast hits, it's no wonder. One tyrant goes in, kills a few things and goes out to regen. Next tyrant takes the point and does the same. Repeat with new tyrants until the first one is healed.

Quote
c) Fix the luci. I know all the purists will hate me for saying this, but if 80% of servers consider using a weapon to do what it was designed for (described as a "more powerful version of the pulse rifle" ingame) to be kickable, it's not bloody balanced. Lucispam is a real problem for two reasons: namely that it does as much persecond damage as a charge shot, and that it's so damn defensive. We don't want any more incentive for humans to camp, it's bad enough already. I would suggest that you make the secondary fire slower in terms of RoF, with damage unaffected, but firing a faster projectile. A bit faster than the prifle, I think. This would make it much much more useful in chasing things like grangers (which move as fast as a luci shot, or close to it) while stopping the spam issue.
Try it out with some testers.
Secondary Luci fire has nothing to do with the luci spam.
Quote
d) Advanced Dragoon Snipe
I think this is a bit ridiculous. This creature is meant to be firing spiked barbs, not armor-piercing rockets. The way that an adv goon can take down a base is beyond a joke. It's a damn siege weapon. One "clip" can take the armoury down, and then you're fucked for SD. There's only one legitimate base that can stop advanced goons in sudden death (Supertanker, above the fan) and it's not a default-included map. I think that this should be modified to fight humans, not besiege bases- perhaps by going with the "barb" idea and having it pull humans toward the goon, impeding their ability to run off. It's almost single-handedly responsible for the SD= Alien win syndrome.
People might suggest that this would result in humans being able to camp SD, but if you remove lucispam that might change, IMO.
Often, a simple mara can as well kill the armory as an Adv Goon does for half the price. Besides, the fix for that is to allow humans to replace the armory in SD. Tjw patch has an option for that BTW. It still doesn't make SD balanced for other reasons.
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g) De-evolving
Don't like it, don't evolve all to big alien forms. You made a mistake and the humans made use of it to get a draw, deal with it. I should add that I've NEVER faced such situation yet :)
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h) Battlesuit
Please NO. I don't want to play a game with distorted visuals. The dretch/mara change of FOV is the worse I can take. Red tinted view with static is unacceptable for me.
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k) Overmind Down
Good idea, although I don't like removing radar too much since it can make end game difficult
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b) Removing dretch-headshot-from-ground
A lot of players forget that a dretch is just as valuable as a naked rifleman. It needs to be as easy to kill a naked person as a dretch, and when you're a dretch you know you can die like THAT. It needs to be the same for humans.
I say, it should be removed. Not that the dretch couldn't include something else to compensate for it. Ground headshot is stupid AND an exploit used to make silent kills possible in situations where it shouldn't be. When I'm in a big open area, the dretch has to either fall from the ceiling or jump if it wants to get to my head. In the later case, I WANT to hear it jump.
Title: Compiled list of suggestions
Post by: seraph on January 08, 2007, 10:36:28 am
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Aliens CAN and DO play in team, even with FF. Human teams are made to group their offensive power, alien teams are made to group their defensive power. Considering a Tyrant can kill anything in 1 to 3 very fast hits, it's no wonder. One tyrant goes in, kills a few things and goes out to regen. Next tyrant takes the point and does the same. Repeat with new tyrants until the first one is healed.

True. Hadn't thought of it like that.

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Secondary Luci fire has nothing to do with the luci spam.

While I know what you're talking about. in my experience luci spam is generally used to refer to when a player (or worse, several) just holds down the secondary fire button and blocks off a doorway. At any rate, that's what I'm refering to.

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Often, a simple mara can as well kill the armory as an Adv Goon does for half the price.

Not true in Sudden Death, where you can expect clustered turrets and teslas. True in s2, but you can't goon in s2 anyway. Plus, there's the fact that a goon can take out the arm and run for it; a mara's not going to survive if there's either a decent builder or one or two decent players. So I'd suggest that it's more expensive to lose a mara, than not lose a goon.

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Besides, the fix for that is to allow humans to replace the armory in SD.

True, to a certain extent; but still, 2 snipes kills a turret. Considering that aliens don't have to RTB when injured or low on ammo, I'd suggest that that's too easy. Maybe force barbs to be refilled from the OM?

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Don't like it, don't evolve all to big alien forms. You made a mistake and the humans made use of it to get a draw, deal with it. I should add that I've NEVER faced such situation yet

Really? I've seen it a few times. While the "you made a mistake" idea has some merit, it's just unfun when it happens in the 20th minute.

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Please NO. I don't want to play a game with distorted visuals. The dretch/mara change of FOV is the worse I can take. Red tinted view with static is unacceptable for me.

Fair enough, it was only a balancing idea. You could always just make the bsuit cost more.

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I say, it should be removed.

Thing is, you'd have to simply shorten the range of the dretch. And that would suck, bigtime.

Thanks, stof; good to see that not everyone sees a new user and sees a victim.
Title: Compiled list of suggestions
Post by: Stof on January 08, 2007, 11:08:20 am
Quote from: "seraph"
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Secondary Luci fire has nothing to do with the luci spam.

While I know what you're talking about. in my experience luci spam is generally used to refer to when a player (or worse, several) just holds down the secondary fire button and blocks off a doorway. At any rate, that's what I'm refering to.

Considering the low damage rating of the secondary luci fire, I say that aliens are at fault here. They are all a bunch of scared kitties :o Primary fire spam is the real problem here since it creates a bunch of particles on impact and deals enouth damage to make it dangerous. And this is without counting the fact that there is no way to differenciate a 3 ammo charged shot from a 10 ammo charged shot :)

Quote from: "seraph"
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Don't like it, don't evolve all to big alien forms. You made a mistake and the humans made use of it to get a draw, deal with it. I should add that I've NEVER faced such situation yet

Really? I've seen it a few times. While the "you made a mistake" idea has some merit, it's just unfun when it happens in the 20th minute.

Then there are two problems here. First, I say that Trem isn't meant for 60 minutes games. Playing on the FFT servers ( Bricosoft, Amphetamine etc ... ) with SD at 30 minutes and a draw at 45 minutes is great.

The second problem is that in the situation you describe, you should just admit the draw and do a next map vote.

Quote from: "seraph"
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I say, it should be removed.

Thing is, you'd have to simply shorten the range of the dretch. And that would suck, bigtime.

Maybe, maybe not. Reducing the range is not the only way to do it. You could reduce the range only when the dretch is looking up for example. Also, you could add other goodies to the dretch to restore part of it's lost power.

Quote from: "seraph"
Thanks, stof; good to see that not everyone sees a new user and sees a victim.

NP ;)
Title: Re: Compiled list of suggestions
Post by: temple on January 08, 2007, 12:09:45 pm
seraph
a) aliens own at s1; humans own at s2; and SD = alien win
I disagree, a good team will own at any stage. Or another way of saying it is, the team with the least amount of idiots will own at all stages.

b) due to the fact that aliens don't play in groups (because they rely on melee attacks and are large, resulting in blocking no matter the skill of the players) the more people on a server, the better chance of a human victory. Even a good alien can be left going "WTF 250 HP IN 2 SECONDS OMG HAX" on occasion.
Aliens play in teams, aliens don't have to coordinate weapons like humans, so it is a lot less organized.  Aliens have better synergy due to not having to intentionally pick specific gear combinations.  Humans need  a anti alien player with the right weapons and skills and an anti base player with the right gear.  Aliens can just evolve to whatever is possible for them and move together.  Aliens just take less thought to organize.  

a) More interesting dead bodies. I would suggest that if, for example, a dretch was killed by a shotgun (more than 4 impacts), a MD or a luci, you could set it up so that there's a few small pieces of debris (using the model from dead acid tube) and a bloodstain decal on the floor. I hate it when I hit a dretch with a full-charge luci shot and it just lies down like it's decided to take a nap. This would not result in balance issues, or more modeling. Just a few lines of code. Please?
You could also work on human fatalities. I know that this would be more time-consuming, but I would suggest that more than 50% of human fatalities are due to headbite from a dretch, mara or dragoon. Take the head off, put some blood on the uniform. Christ, just put some blood on the skin in a few ways and give it a random chance of occurring - it'd be more realistic, again. It always looks like the human died of old age.

Whatever.

b) More human playermodels. Just one, even- you could let players select using the "sex" function. Sarge is bloody ugly. Bastard makes a lisk look like Ms Universe. Also, I don't think the human "clone army" looks good, at all. Why are they wearing camo green? There's no bloody jungles in space.
Again, this would result in zero game balance issues.
Who cares?

c) Fix the luci. I know all the purists will hate me for saying this, but if 80% of servers consider using a weapon to do what it was designed for (described as a "more powerful version of the pulse rifle" ingame) to be kickable, it's not bloody balanced. Lucispam is a real problem for two reasons: namely that it does as much persecond damage as a charge shot, and that it's so damn defensive. We don't want any more incentive for humans to camp, it's bad enough already. I would suggest that you make the secondary fire slower in terms of RoF, with damage unaffected, but firing a faster projectile. A bit faster than the prifle, I think. This would make it much much more useful in chasing things like grangers (which move as fast as a luci shot, or close to it) while stopping the spam issue.
Try it out with some testers.
As Stof said, the secondary fire doesn't have anything to do with spam.  The problem isn't the luci, its the camper (who would camp with any weapon).  I wish I had a solution to stop camping.  

d) Advanced Dragoon Snipe
I think this is a bit ridiculous. This creature is meant to be firing spiked barbs, not armor-piercing rockets. The way that an adv goon can take down a base is beyond a joke. It's a damn siege weapon. One "clip" can take the armoury down, and then you're fucked for SD. There's only one legitimate base that can stop advanced goons in sudden death (Supertanker, above the fan) and it's not a default-included map. I think that this should be modified to fight humans, not besiege bases- perhaps by going with the "barb" idea and having it pull humans toward the goon, impeding their ability to run off. It's almost single-handedly responsible for the SD= Alien win syndrome.
People might suggest that this would result in humans being able to camp SD, but if you remove lucispam that might change, IMO.
Goons are easy to kill with a S3 human team. Battlesuit/chaingun eats them for breakfast, Luci can pop them like a zit.  Personally, barbs could use a little toning down in the specific case of sniping armories but that's the only issue, maybe 3-4 barbs per armory but that's all.  Humans shouldn't let the goon get that many shots off.


e) Trembot
Needs to be included in servers as default. Need I say more?
Yeah

f) TJW's GUID patch
Likewise, once the Linux executable has been fixed to BE an executable. Not everyone knows what chmod +x is.
Ok.

g) De-evolving
I don't want you to go crazy with new "gameplay features" but it is absolutely infuriating when you takedown the human base with no eggs left, and some bastard hides from your tyrants and goons in some little bloody airshaft. It wouldn't be hard to allow the evolution menu to allow backwards movement. You might want to extend the "enemies too close" thing though, to avoid having some retard attack with tyrant, de-evo one to adv goon and pounce up a wall.
Nah, that's a lamer just trying to delay a game.  Its not worth changing the whole evolution system.  Just kick the lamer or go to a new map.  

h) Battlesuit
is stupid. Why is there no radar? There should be radar if there's radar in a helmet. Why can you see like normal when there's nothing but one big red eye? I recommend that you add radar to the bsuit, and to compensate either apply a dretch-distortion lens or make the bsuit FOV a circle.
(Personally, what I'd like would be a red-tinted, circular FOV with some kind of interference signature/static running across it. This would be compensated for by either allowing bsuit to zoom regardless of the weapon held, or getting infrared vision, not allowing sight through walls but increasing the contrast with which an alien shows up from the landscape. But that's just me.)
I think its fine.  Battlesuits are basically imprevious to anything below tyrants and advanced goons.  If they get a radar, they would be the only armor choice.

i) Flashlight
READ THIS, IT'S NOT THE USUAL. YES I HAVE READ THE FAQ.
I agree that Trem does not need a flashlight because it is bright anyway. I agree that even though some of the maps are not, you should not use lighting as a gameplay mechanic. However, since the maps are lit well, there's no advantage conferred by a flashlight. So why not? It would add to the atmosphere tremendously, and look cool besides. :]
So what?

j) Regen Pack
as per how everyone else has suggested a medic pack. :]
You have one, its called a medikit.  Honestly, I doubt anyone would use the regen pack.  

k) Overmind Down
isn't really that much of a biggie, if you're a tyrant or adv goon. It's about as important as an armoury down to someone with an energy weapon. I suggest that regen should be way way slower while OM is down, and alien-radar should be disabled. Aliens don't rely on their OM as much as they should.
That's laughable.  No OM, defensives don't work.  Defenses don't work, eggs are wide open.  No Om, can't evolve.  Can't evolve, can't defend your base.  Get the Om and you can get everything else.  The real problem is that it take so much work to get the om, that you won't have ammo to finish off the rest of the base.

l) Flood protection
Needs to be included and on as default.
Its there depending on the server.

Awful Ideas That You Should Not Do:

a) Stage 4
Oh god no. Please do not fall into the trap of adding more features for the hell of it. Yes, the community would probably like it. But if you get into the feature-overload cycle, it's gonna end up ruining Trem. Please do not give us any bloody advanced tyrants or overlords or MEGER SUPAR CANONZ or any of that crap. If you have to add something, add some kind of medium class ambush-killer alien, and an auto-shotgun with a tiny clip. Or, expensive speedboosts for humans, to make running back to your turrets (or after an alien) that much quicker. This is, after all, the core game: people are welcome to make themselves some 125000 hp mega-dretch with a chain-massdriver attached, provided it's in a mod. And they can, because opensource is FTW.
Tremulous needs something more.  That's why there are 2 (tremx and balance) revisions made by players now.  The game is peeked without some new content.

b) Removing dretch-headshot-from-ground
A lot of players forget that a dretch is just as valuable as a naked rifleman. It needs to be as easy to kill a naked person as a dretch, and when you're a dretch you know you can die like THAT. It needs to be the same for humans.
Dretches are easy to kill.  I think it just something that beginners bitch about but it doesn't bother me. The goal is to kill a dretch before they get close enough to bite.  Whether they jump or aim up is irrelevant.  Dretches move so fast that ground head bites really make dretches worth playing.  By taking away ground headbites, something fun is going to be missing simply because idiots can't shoot.  


c) A third species
As per my arguments against Stage 4.[
I guess not, its hard to top aliens versus humans.
Title: Compiled list of suggestions
Post by: Undeference on January 08, 2007, 02:05:57 pm
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Hey that's a good point, let's make a machinegun rocketlauncher with nukes. The fact that it's what it's designed for doesn't make it balanced.
You think that a dragoon that takes 2 seconds and most of its snipes to take out a single defensive structure is unbalanced. Most of the human weapons fire projectiles at a high ROF. Humans have the lcannon which can take out an egg with a single hit, and they have the painsaw which can take out an egg in just over 1 second. But you are upset that an advanced dragoon can take out the armoury with snipes in 3 seconds. That doesn't even consider the snipe+pounce+claw combo which takes less time.

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Don't be a retard. Go play a MUD if you don't think that there's any place for graphics in gaming.
Your reason for having a flashlight is (and I quote) "why not? It would add to the atmosphere tremendously, and look cool besides." Before saying that, you explained how it would not effect the atmosphere. So basically it comes down to "it would be cool". Sunglasses are cooler than flashlights.

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Often, a simple mara can as well kill the armory as an Adv Goon does for half the price.
Not true in Sudden Death, where you can expect clustered turrets and teslas. True in s2, but you can't goon in s2 anyway.
If the humans built their base intelligently, sniping the armoury can only be done from spots that can be easily defended. If the humans don't defend, that's their own problem.
Since when can't dragoons be used against stage 2 humans?
Title: Compiled list of suggestions
Post by: Stof on January 08, 2007, 02:54:49 pm
As for the humans, I have yet to manage killing an egg with one luci hit. I always need at least 2. And for killing eggs with painsaw, try that against an egg on the ceiling with an acid tube nearby ;)
Title: Compiled list of suggestions
Post by: Mispeled on January 09, 2007, 03:15:04 am
Luci secondary firing rate is okay.

My problem with the Lucifer is that someone can fire a fully charged shot at an alien two feet in front of their face, completely rape the alien, and have enough health to safely make it back to their base to heal.

I have two suggestions:
1) If a human damages themselves with a lucifer cannon, he should have health slowly sapped, like poison from aliens. Call it radiation burns or something. (This does NOT affect aliens hit by a Luci, only humans that hit themselves or get hit by a teammate.)
or
2) A misfire or a shot at point-blank range should kill the shooter, no questions asked.

Either way, the Lucifer is a powerful, dangerous weapon and shouldn't be easy to use.
Title: Re: Compiled list of suggestions
Post by: kevlarman on January 09, 2007, 03:20:55 am
Quote from: "seraph"

f) TJW's GUID patch
Likewise, once the Linux executable has been fixed to BE an executable. Not everyone knows what chmod +x is.
if you have some magic way for files downloaded over http (and ftp) to keep their flags, i'm all ears
Title: Compiled list of suggestions
Post by: Undeference on January 09, 2007, 04:35:04 am
HTTP extension permissions
Permissions: -rwxr-xr-x

of course, you'd need to write an Apache module to support it and a Firefox plugin (at the very least)
it would be very nice, actually. http already has Last-Modified (so your browser can change that after saving), MIME-Type (so your browser can set the appropriate file type depending on the OS), Content-Length (so you know how long the file will take to download), Content-Language (in case you have special settings for that), Content-MD5 (so you can verify the download), etc.

the only things missing are efficiency, a way to convey permissions, and a heading organization that makes a damn bit of difference
Title: Compiled list of suggestions
Post by: kozak6 on January 09, 2007, 06:31:18 am
Caveat A: It depends more on who is playing, really.
Caveat B: Aliens work together more than you think.

Suggestion a: I see what you are saying, but there might be some framerate hits.

b: Meh.

c: The lucy secondary fire does 27 damage per second, which is about on par with the mass driver (including reloads).  I'm against it.  It would make the Lucy more useful when it should be a specialist's tool.

It also wouldn't fix Lucy spam since most Lucy spam is the primary fire mode.

d: The thing is, aliens have a rather difficult time taking down massed turrets or teslas, and the sniping actually makes doing so possible.

e,f: Meh.

g: /callvote nextmap

h: There's no radar because it's to force you to make a choice to make gameplay more interesting and balanced.  Is radar being worth vulnerable to lesser bugs?  Is the tanksuit worth not having radar?  It would subtract from gameplay to make it a Swiss Army Bsuit.

I also hate the changes to the FOV.  FOV changes are a pain in the ass.  The dretch's super wide FOV is enough of that for me, thanks.

i: ...

j: So you go around healing everyone and yourself, absolving the humans of base dependancy.  How about a field ops to hand out ammo and throw airstrikes?

k: This was covered well by the other posters.

l: Sure.

I seriously doubt we will see Stage 4 or a new team.  Those don't appear to be any more than half baked n00b ideas along with the Tyrant killing rocket launcher that locks onto tyrants and tracks them down and shoots laser beams into their eyes before exploding.

I like the Dretch ground headbite.
Title: Compiled list of suggestions
Post by: Stof on January 09, 2007, 12:26:55 pm
Quote from: "Mispeled"
Luci secondary firing rate is okay.

My problem with the Lucifer is that someone can fire a fully charged shot at an alien two feet in front of their face, completely rape the alien, and have enough health to safely make it back to their base to heal.

I have two suggestions:
1) If a human damages themselves with a lucifer cannon, he should have health slowly sapped, like poison from aliens. Call it radiation burns or something. (This does NOT affect aliens hit by a Luci, only humans that hit themselves or get hit by a teammate.)
or
2) A misfire or a shot at point-blank range should kill the shooter, no questions asked.

Either way, the Lucifer is a powerful, dangerous weapon and shouldn't be easy to use.

Don't touch my luci :evil:

Consider that a human with battlesuit has 500 HP and a goon has 200 HP. Of course a human with luci that shoots the goon at point blank range will kill it and get out unharmed. First, the goon has less than half the life of a battlesuit, and second the goon receives a direct luci hit which causes the energy ball to slightly dig into the alien body and explode there. The damage felt is greater for direct hits than for indirect hits.

Second, if you want point-blank range hits to kill the shooter, that's easy : multiply the luci damage by 2-3 and it'll work like that. Don't come complaining that luci is too strong after that.
Title: Compiled list of suggestions
Post by: David on January 09, 2007, 01:56:56 pm
Quote from: "Undeference"
HTTP extension permissions
Permissions: -rwxr-xr-x

of course, you'd need to write an Apache module to support it and a Firefox plugin (at the very least)
it would be very nice, actually. http already has Last-Modified (so your browser can change that after saving), MIME-Type (so your browser can set the appropriate file type depending on the OS), Content-Length (so you know how long the file will take to download), Content-Language (in case you have special settings for that), Content-MD5 (so you can verify the download), etc.

the only things missing are efficiency, a way to convey permissions, and a heading organization that makes a damn bit of difference


And then I disable it, cos I dont want files being +x without my approval.
And if you dont know how to change file permissions, learn how to use Linux.
Title: Compiled list of suggestions
Post by: Mispeled on January 09, 2007, 09:38:32 pm
Quote from: "Stof"
Quote from: "Mispeled"
My problem with the Lucifer is that someone can fire a fully charged shot at an alien two feet in front of their face, completely rape the alien, and have enough health to safely make it back to their base to heal.
Consider that a human with battlesuit has 500 HP and a goon has 200 HP. Of course a human with luci that shoots the goon at point blank range will kill it and get out unharmed. First, the goon has less than half the life of a battlesuit, and second the goon receives a direct luci hit which causes the energy ball to slightly dig into the alien body and explode there. The damage felt is greater for direct hits than for indirect hits.

I'm not debating the current logic of it not killing the human; I'm saying that it's unbalanced for Lucis to be so effective at extremely close range.
Title: Compiled list of suggestions
Post by: Stof on January 09, 2007, 10:05:48 pm
Quote from: "Mispeled"
Quote from: "Stof"
Quote from: "Mispeled"
My problem with the Lucifer is that someone can fire a fully charged shot at an alien two feet in front of their face, completely rape the alien, and have enough health to safely make it back to their base to heal.
Consider that a human with battlesuit has 500 HP and a goon has 200 HP. Of course a human with luci that shoots the goon at point blank range will kill it and get out unharmed. First, the goon has less than half the life of a battlesuit, and second the goon receives a direct luci hit which causes the energy ball to slightly dig into the alien body and explode there. The damage felt is greater for direct hits than for indirect hits.

I'm not debating the current logic of it not killing the human; I'm saying that it's unbalanced for Lucis to be so effective at extremely close range.

It has been a long time I've said that but :

Pray genius, tell us what use is would be the luci after such change since it's already a lousy weapon at middle-long range and now it'll also kill you at short range?

Besides, balancing be damned here, in trem there isn't a single weapon with damage modifiers against some targets and thus, by keeping that rule there is no way to make the change you propose. And last but not least, such change would make luci jumping imposible!

You’ll take my lucijump when you pry it from my cold dead fingers!
Title: Compiled list of suggestions
Post by: Orc on January 10, 2007, 06:43:22 pm
Considering the range of alien slash, there is no reason the luci should ever get the chance to be used at "extremely close range" a tyrant especially can slash from a far enough range that with decent reaction time he can easily sidestep the blast once its fired and he knows its trajectory.

Also, the "few small pieces of debris" that you describe are usually better known as gibs, and have existed in games for many years prior to trem, as to their exclusion from trem and other modern games, that is the great mystery of our time.
Title: Compiled list of suggestions
Post by: Mispeled on January 11, 2007, 10:36:13 pm
Quote from: "Stof"
Quote from: "Mispeled"
Quote from: "Stof"
Quote from: "Mispeled"
My problem with the Lucifer is that someone can fire a fully charged shot at an alien two feet in front of their face, completely rape the alien, and have enough health to safely make it back to their base to heal.
Consider that a human with battlesuit has 500 HP and a goon has 200 HP. Of course a human with luci that shoots the goon at point blank range will kill it and get out unharmed. First, the goon has less than half the life of a battlesuit, and second the goon receives a direct luci hit which causes the energy ball to slightly dig into the alien body and explode there. The damage felt is greater for direct hits than for indirect hits.

I'm not debating the current logic of it not killing the human; I'm saying that it's unbalanced for Lucis to be so effective at extremely close range.

Pray genius, tell us what use is would be the luci after such change since it's already a lousy weapon at middle-long range and now it'll also kill you at short range?

I'm only talking about extremely close, point blank range here, like the all-too-common human shooting down at their feet at a dretch or lisk.


Quote
Besides, balancing be damned here, in trem there isn't a single weapon with damage modifiers against some targets and thus, by keeping that rule there is no way to make the change you propose.

Then my first suggestion in my original post of it having a self-poisoning effect (like I said, "radiation burns" or something).


Quote from: "Orc"
Considering the range of alien slash, there is no reason the luci should ever get the chance to be used at "extremely close range" a tyrant especially can slash from a far enough range that with decent reaction time he can easily sidestep the blast once its fired and he knows its trajectory.

Heh, guess I don't have your lightning-fast reflexes or the ability to perfectly estimate the maximum range of the Tyrant.
Title: Compiled list of suggestions
Post by: Stof on January 11, 2007, 10:44:10 pm
Quote from: "Mispeled"
I'm only talking about extremely close, point blank range here, like the all-too-common human shooting down at their feet at a dretch or lisk.

Then, you REALLY want to remove my beloved luci jump. Off with your head! :evil:

Ok a side note, I might agree to such stupid nerf if you make all tyrants that attack an unarmored human die on the spot.
Title: Compiled list of suggestions
Post by: Mispeled on January 12, 2007, 03:26:35 am
Quote from: "Stof"
Quote from: "Mispeled"
I'm only talking about extremely close, point blank range here, like the all-too-common human shooting down at their feet at a dretch or lisk.

Then, you REALLY want to remove my beloved luci jump. Off with your head! :evil:

You can always nade jump. :D
Title: Compiled list of suggestions
Post by: Stof on January 12, 2007, 11:27:37 am
Not the same. Hurts more, takes much longer to use. Costs money. Can only be used once per trip.

What hurts the most is that it really cannot be used in combat situation. Luci is hard enouth for that with the charge time but grenade is just impossible :)