Tremulous Forum

General => Feedback => Topic started by: KorJax on May 14, 2006, 08:47:43 pm

Title: Two Suggestions (x4)
Post by: KorJax on May 14, 2006, 08:47:43 pm
1.  Music.  Is it possible to be able to place music in the Trem folder and have the game recognize it and play it in the game (either automatically or by a command)?

2.  Being able to adjust where you want to place a building by say... the mouse wheel (or similar, mabey plus and minus keys?)

3.  More controllable wallwalking... many walls are practically impossible to walk on because of way to many edges on it.... could it be possible to make it so you can jump while on a wall and not land on the floor?  Such as, if you jump on a wall you would jump normally and not jump on the ground off the wall. Or, isntead of you actually jumping while on a wall, pressing jump would tell the game to "walk strait forward onto the next object" on the wall instead of going crazy with the wallclimb.

4.  More build points!  I always like to play the tjw server now because we actually have build points to expand and such.  Although if you do this in normal servers, dont make it as high amound as the tjw server so we dont have walls of turrets (whcih is fun to build :D )

5.  Make it so a Maradur's electric attack doesnt have to be so precise and close every time... most of the time when I do the attack it fails because I dont know how far or close or how well I am aligned.

6.  Granger Spit.  Needs some real use to it!

7.  Make it so we can create a "wall" of STRONGER (or fast regen) barriers that Aliens can walk through for 12 build points instead of one extremely weak barrier for 10 build points.

8.  Make the Hovel usefull!  Make it so that you can place it freely around like eggs, and you can place it on walls.  Also have it so the texture it has is the same texture of the ground it is place on, so it "camoflauges" with the ground its on, so its purpose of hiding grangers could actually be usefull.  And it cant be dectectable by RADAR, as that would defeat the purpose of a Hovel.  Or, make it so it does appear on RADAR, but instead of being on there all the time, it momentarily "blinks" or pulses onto the RADAR.

There was another suggestion too, but i forgot it ATM  :-?
Title: Re: Two Suggestions (x4)
Post by: Stof on May 14, 2006, 09:11:16 pm
Quote from: "KorJax"
3.  More controllable wallwalking... many walls are practically impossible to walk on because of way to many edges on it.... could it be possible to make it so you can jump while on a wall and not land on the floor?  Such as, if you jump on a wall you would jump normally and not jump on the ground off the wall. Or, isntead of you actually jumping while on a wall, pressing jump would tell the game to "walk strait forward onto the next object" on the wall instead of going crazy with the wallclimb.

You can't really do that jump thing since gravity doesn't change like that :)

What we need is for mappers to place less solid decorations on the walls. It works for all. There are a lot of places with annoying decorations near the ground which block or disturb movement.
Title: Two Suggestions (x4)
Post by: Neo on May 14, 2006, 10:02:33 pm
I agree on the electric attack, as it seems to be a bit random. I've been at bite range of some people and it still wouldn't trigger, while at others it triggers at about 3/4 metres.
Title: Re: Two Suggestions (x4)
Post by: phaedrus on May 14, 2006, 11:39:12 pm
Quote from: "KorJax"

6.  Granger Spit.  Needs some real use to it!


Sure there is.  Comedy.  I was spectating on AKKA yesterday.  The map was transit and I ran accross what I call a "Jetpacking Blaster-Master" harassing an Adv Granger on top of the train.  They exchanged salvos for about 2 minutes before one of the jetpacker's teammates saved him by chasing off the granger with a pulse rifle.  The granger was hitting much more often than the jetpacker.

I guess you had to be there.  

Jeff
Title: Two Suggestions (x4)
Post by: Neo on May 15, 2006, 12:39:46 am
Well granger spit isn't really designed as much use as a combat weapon. The main use is the 'splat' which seems to slow down humans a great deal, leaving them open to faster combat aliens.
Title: Two Suggestions (x4)
Post by: kozak6 on May 15, 2006, 06:01:12 am
Does it actually slow them down?  It doesn't really seem to.

Someone mentioned that the decals could potentially cause framerate drops, but the only real use seems to mildly annoy jettards.
Title: Re: Two Suggestions (x4)
Post by: Vector_Matt on May 15, 2006, 12:19:50 pm
Quote from: "KorJax"
5.  Make it so a Maradur's electric attack doesnt have to be so precise and close every time... most of the time when I do the attack it fails because I dont know how far or close or how well I am aligned.
Yes please. I mean it's chain lightning right, so how come it auto targets things close to the first enemy but it can't hit the first thing unless it's aimed exactly right?
Title: Two Suggestions (x4)
Post by: Lava Croft on May 15, 2006, 01:19:52 pm
Aimed chain lightning allows for more accurate attacking. Not being able to aim your chain lightning to a target of your liking sucks. We have already gone through this, the Mara chain lightning was a non-aim weapon before. Don't you let juice hear this~
Title: Two Suggestions (x4)
Post by: Stof on May 15, 2006, 01:41:39 pm
Quote from: "Lava Croft"
Aimed chain lightning allows for more accurate attacking. Not being able to aim your chain lightning to a target of your liking sucks. We have already gone through this, the Mara chain lightning was a non-aim weapon before. Don't you let juice hear this~

Maybe because the reload time for a failed shot is the same ( very long ) than for a succesful shot ;)

Could be a "solution"
Title: Two Suggestions (x4)
Post by: Vector_Matt on May 15, 2006, 03:51:31 pm
I don't want lots of auto aim for it, just a little more than it has now would be nice, so you don't have to point exactly dead cetner of the target.
Title: Two Suggestions (x4)
Post by: KorJax on May 17, 2006, 10:23:26 pm
Ah! I remeber my other suggestions!

This suggestion mostly applies to late-joiners who join an S3+S3 battle and are screwed because of it.


For Aliens, have it so AGAINST S2 and if they are S2 THEMSELVES, aliens will autmatically spawn with 1 Evo point (aka Basalisk).  At S3 AGAINST AN S3 HUMAN TEAM, the Aliens will autmattically spawn with 2 Evo points.

This can only happen if BOTH TEAMS are at S2.  If Aliens are S3 and humans are S1, then Aliens will still spawn with 0 Evo points by default, as the human team isnt high enough of a stage for this system to be fair/nessicary.  On the contrary, if Aliens are S2 and humans are S3, the Aliens will still not be able to spawn with 2 Evo points, only with one, as thier Stage is not high enough to wield the "S3 spawn bonus".

The same will happen for humans.  If humans are S2 against an S2/S3 team, then the human players will automatically spawn with 100 (or 150/200) credits.  If BOTH TEAMS are S3, then Humans will spawn automatically with 200-300 credits.

If this turns out to be unbalancing at first for both teams, make it so ONLY people who join the game mid-game against an S2 vs. S2/S3 battle or S3+S3 battle will get these Evo/credits points.  The server should track who has already played the current game to prevent people from abusing the system to get free points/credits.  And remeber, you only get your EVO points depending


---------------------------------------------------------


Another suggestion is to balance to Bsuit's pricing and usefullness.  Right now its the ultimate god weapon, for a relativly cheap price compaired to how much work an Alien has to do to earn 5 Evo points for.  

I suggest making the FOV smaller and "more round" for Bsuits, as thier head compartment is a alittle camera-looking attachment.  If its possible, it would be cool for their view to also be fuzzy like a camera through screen filters.

Also, Bsuits should ATELAST be 500-600 credits.  They are far to cheap for thier usefullness, as Alien's secondary attacks either do nothing or dont make a differnece (for instance, poison does nothing, and trappers/granger spit doesnt do much).  Which makes the only real thing that can kill Bsuits is TONS of dammage by an evolved alien.  Even as Tyrant, it takes several tramples and 5 or so slashes to take down one Bsuit.

I also belive that Helmits should not protect from all poison affects too, atleast for thier worth.  Its understandable that Helmits might protect from Gas attacks, from from a booster poison?  I dont see the connection here.

Which also makes me think that helmits are underpriced as well.  Not only do they pretty much make you immune from headshots, and all poison attacks, but it also gives you RADAR.  All for 90 credits.  That seems abit cheap to me.  I'm thinking atelast 150-200 credits for helmits for thier worth.
Title: Re: Two Suggestions (x4)
Post by: BabyAlien on May 17, 2006, 10:47:31 pm
Quote from: "KorJax"

3.  More controllable wallwalking... many walls are practically impossible to walk on because of way to many edges on it.... could it be possible to make it so you can jump while on a wall and not land on the floor?  Such as, if you jump on a wall you would jump normally and not jump on the ground off the wall. Or, isntead of you actually jumping while on a wall, pressing jump would tell the game to "walk strait forward onto the next object" on the wall instead of going crazy with the wallclimb.


The reality is that an alien should be able to track a target while wallwalking.  Spiders have multiple eyes, so they can walk over uneven things and still pounce accurately on a target.  Aliens who wallwalk should be able to track a target and move along a wall without losing their line of sight.  Of course, this whould be confusing on its own because you might end up going around a corner because you weren't looking.  But in this case you could get around that by knowing the terrain.

Quote

4.  More build points!  I always like to play the tjw server now because we actually have build points to expand and such.  Although if you do this in normal servers, dont make it as high amound as the tjw server so we dont have walls of turrets (whcih is fun to build :D )


Boosting build points shows how much more effective human defenses are than alien ones.

Quote
6.  Granger Spit.  Needs some real use to it!

At least it should be able to blind a battlesuit if you get a headshot by gooing up the viewfinder or something.

Quote
7.  Make it so we can create a "wall" of STRONGER (or fast regen) barriers that Aliens can walk through for 12 build points instead of one extremely weak barrier for 10 build points.


Perhaps something like a spider web that small aliens can cross but not big ones, and humans get stuck to if they are dumb enough to touch it?

Quote
8.  Make the Hovel usefull!  

This seems vital.  It should boost defencibility.  I'd suggest that a granger in a hovel should be able to aim and fire spikes at humans.
Title: Re: Two Suggestions (x4)
Post by: Awakuganya on May 18, 2006, 05:58:18 am
Quote from: "BabyAlien"

Quote
8.  Make the Hovel usefull!  

This seems vital.  It should boost defencibility.  I'd suggest that a granger in a hovel should be able to aim and fire spikes at humans.


Granger inside a hovel can press E to make it explode and deal enough damage to kill a human with no protection.
Title: Re: Two Suggestions (x4)
Post by: BabyAlien on May 18, 2006, 08:52:44 am
Quote from: "Awakuganya"
Quote from: "BabyAlien"

Quote
8.  Make the Hovel usefull!  

This seems vital.  It should boost defencibility.  I'd suggest that a granger in a hovel should be able to aim and fire spikes at humans.


Granger inside a hovel can press E to make it explode and deal enough damage to kill a human with no protection.


So basically it's useless.  How many un-protected humans will be running around in an alien base at S3?

I've seen many lone humans mulch an alien base and few lone aliens mulch a human base.
Title: Re: Two Suggestions (x4)
Post by: Raumkraut on May 18, 2006, 02:19:54 pm
Quote from: "BabyAlien"
Aliens who wallwalk should be able to track a target and move along a wall without losing their line of sight.


 I wholehartedly agree! Additionally, the direction the camera is pointing should NOT change when you let go of the wall! The number of times I've dropped down behind someone, only to land facing in the wrong direction... :(
Title: Two Suggestions (x4)
Post by: Aziere on May 18, 2006, 03:00:14 pm
For wallwalking, I suggest: Not being able to fall off walls or ceilings. It's very annoying when you walk slightly too fast and fall down. From a gameplay perspective, it's just better. Alien vs Predator used this, and it wasn't bad in any way.

Also, the pitch shouldn't change when you jump off as someone else says. It's just an annoyance and ruins gameplay.

I don't like the tracking changing position when you wallwalk either. I understand it's purpose, but to me it would be more useful to have it as normal. Providing an option is never bad.

As I said in my own topic, I also would want location markers, like the ones Alien vs Predator uses.

You've probably seen I've mentioned Alien vs Predator a lot in this post. Mainly because it did wallwalking much better, and Tremulous could use a lot from it.

Though, I think the tracking should be changed to show the position in realtime instead. Like a wallhack. As of now, Aliens are at a disadvantage, because they're very hard to play. Sure, you can learn to play with it, but if much better options are possible, why shouldn't they be included? Making them easier to control would be better for balance. Both between the players, and the teams.
Title: Re: Two Suggestions (x4)
Post by: WolfWings ShadowFlight on May 18, 2006, 03:11:39 pm
Quote from: "KorJax"
3.  More controllable wallwalking... many walls are practically impossible to walk on because of way to many edges on it.... could it be possible to make it so you can jump while on a wall and not land on the floor?  Such as, if you jump on a wall you would jump normally and not jump on the ground off the wall. Or, isntead of you actually jumping while on a wall, pressing jump would tell the game to "walk strait forward onto the next object" on the wall instead of going crazy with the wallclimb.


Better idea... first, let wallwalking 'stairstep' properly.

Second, allow us to set a 'minimum angle difference' before wallwalking actually changes the view. I.E. Let a dretch with wallclimb enabled walk down a shallow ramp without the view tilting, but with the actual wallclimb tilt being used internally.
Title: Two Suggestions (x4)
Post by: DarkRogue on May 18, 2006, 03:53:09 pm
Just turn off the auto pitch and presto, your wish is granted.
Title: Two Suggestions (x4)
Post by: Raumkraut on May 18, 2006, 05:45:27 pm
I already have auto-pitch turned off, and my view is still all over the place on a regular basis. Certainly better than with it on, but my view still gets thrown around. :(
Title: Two Suggestions (x4)
Post by: Aziere on May 18, 2006, 07:30:24 pm
Indeed, pitch is still changed. Sometimes even when you're climbing. But always when you jump off though.
Title: test cases
Post by: BabyAlien on May 18, 2006, 09:29:31 pm
As for wall-walking, here are some test cases that it seems to me would be useful to consider...

1. A pole.  Currently if you wallwalk and touch a pole, you end up spinning around dazed and confused.  (Unless you are better at it than me I guess)  On the other hand if your view doesn't pitch at all, you would end up looking AT the pole as you went around.  That would be too odd and unrealistic.

2. An intersection where a hallway meets the wall you are walking on.  Chances are you would want your view to change when you went around the corner.  On the other hand, you might want to be able to jump across the gap.

3. A wall with regular 'protrusions' (support beams, deep windows etc).  In a way this would be like hills on flat terrain.  Ideally your view should stay tracking on target over this type of surface.  However, how can you programmatically distinguish between this and a hallway situation.

4. A wall with irregular protrusions and bumps.  Ideally irregular protrusions and bumps wouldn't throw you off your linear course if you were trying to walk straight.  Again though, how could you distinguish between this and a hallway if it's a big protrusion.

---

Maybe considering these scenarios might be useful.  A few things occur to me.

- the view has to pitch at least somewhat.
- making a totaly smooth view would:
-- be unrealistic
-- make it too easy for dretches
-- negate an element of map design
-  jumping and staying on the wall would take a way a usefull tool for a dretch.

However, I can possibly see the value in having a dretch 'pounce' like the one for dragoons.  It wouldn't do more dammage, but would let you jump  forward and stay on a wall.  An example would be leaping across a hallway or deep set window.
Title: Two Suggestions (x4)
Post by: chompers on May 22, 2006, 07:54:28 am
Everyone who played AvP and now plays Tremulous says the exact same thing.

You don't need a billion options like speed and pitch for wallwalking if it's done right. Someone should just send Timbo their old copy of AvP so he can see first hand how much better wallwalking *can* be.  :D
Title: Two Suggestions (x4)
Post by: Teiman on May 22, 2006, 02:07:12 pm
What is that autopitch command?