Tremulous Forum

Community => Mod Ideas and Desires => Topic started by: Paradox on February 01, 2008, 03:15:54 am

Title: New use for hovels
Post by: Paradox on February 01, 2008, 03:15:54 am
I reciently took a moment to discuss the hovels with a number of seasoned players, and what we came to is the fact that the hovel is virtually useless for everything but barricades.
This is not news to anyone.

So I was thinking about changing a bit of the hovel to be more useful.

I was thinking about lowering the health to about that of an acid tube or so, and uncapping the limit, so you can build an infinite number of hovels. Hovels are the only free structure aliens ever get, and is of much less use than the repeater.

Hovel building can be difficult at times too, considering that you have to leave the big end of the hovel away from anything, as not to be blocked. This also prevents hovels from being too close together.


What are your ideas on such a change?

If the reaction is positive, ill add it to PGQVM and test it for a while.
Title: Re: New use for hovels
Post by: Death On Ice on February 01, 2008, 03:18:58 am
No, hovelspam would be lame. Imagine a base walled off with them. And barricades. And tubes. It would be insane, but it would make for a great crash course :D
Title: Re: New use for hovels
Post by: mooseberry on February 01, 2008, 03:20:27 am
I don't know, you could spamm with them everywhere.. even though luci could destroy it, it would still hold you up. Also it would be hard to get to OM/eggs in time if aliens have spammed them, as you can't jump over them.
Title: Re: New use for hovels
Post by: Paradox on February 01, 2008, 03:38:32 am
Perhaps the health of a trapper.
Title: Re: New use for hovels
Post by: kevlarman on February 01, 2008, 03:52:44 am
i don't see how this is supposed to be a new use.
Title: Re: New use for hovels
Post by: mooseberry on February 01, 2008, 04:02:12 am
Or make it so that you can run through hovels as a granger, like those little kid structures. Otherwise, hovel loses its original purpose.
Title: Re: New use for hovels
Post by: ==Troy== on February 01, 2008, 08:06:35 am
Nope... the less health you make, the less useful it is, but still can be spammed. Even if the health was 1 hp, player still needs to kill it, then wait for the post-damage to decay (and hovels have really nasty acid in them) and then move on... Id rather prefer to have a normal hovel.

(on the other hand Iv got a nice qvm change where booster adds the basis gas effect to player :P )
Title: Re: New use for hovels
Post by: + OPTIMUS + on February 01, 2008, 12:26:13 pm

Here I come with my hilarious idea :-D

It would be nice if grangers could use the HOVELS AS TELEPORT gates. In this case maximum 3 (but for simplicity let's say just TWO) could be built, but when entering, the granger would appear IN the other one (exiting still needed, so she is able to hide there).
This could be a nice escape route on small maps, and to make a quick access to outposts trough enemy lines.
Generally alien outposts at S3 near human bases are making the base destruction quicker (what is the flattest part of the game anyway), but for the humans destroying them is slowing down the alien spawning and allows them to quickly raid the OM+her eggs who lacks the defense power what was transported to the outpost.
So it's just an inspiration for grangers to make wider bases and to travel safely when risky situations are happening, not to mention to give some reason for this worthless structure.

This could be a totally new function and I guess it's extremely easy to apply, while it woud not change the balance.

Otherwise I don'T think that if one hovel is useless, then 2 or unlimited would turn them neat :-)
Title: Re: New use for hovels
Post by: ==Troy== on February 01, 2008, 12:33:34 pm
Like it. Id also add that hovel might provide a creep for buildings (but can be built only on creep) because instead of teleporting you could have just spawn from that egg. Interesting. Ill look into implementing it.
Title: Re: New use for hovels
Post by: ODDity on February 02, 2008, 02:23:46 am
(exiting still needed, so she is able to hide there).

Granger is a female? heh who knew! it is sexeh

I like the teleport idea.. with just two hovels i think it would work well and bring a new element to alien building and forward basing.
Title: Re: New use for hovels
Post by: Paradox on February 02, 2008, 03:08:33 am
Perhaps more hovels?

But that would require some client side stuff, i believe.

Unless we could make the player's view move around between hovels with the left and right arrow keys, or the scroll wheel.
Title: Re: New use for hovels
Post by: ODDity on February 02, 2008, 04:25:10 am
What if ALL aliens could use the hovel as a portal to wherever the other one is located? The granger could still hide inside but the others just walk in to it and appear where the other one is...  like a nidus canal or whatever its called in starcraft.
Title: Re: New use for hovels
Post by: Odin on February 02, 2008, 05:43:23 am
Why not just rename the hovel to "advanced barricade"?
Title: Re: New use for hovels
Post by: ==Troy== on February 02, 2008, 09:54:13 am
I am serious to implement the idea, and the way I see it is :

case of only 2 hovels allowed :

Anything <= mara can enter the hovel. When you enter it, you are auto-ejected at the other side.




case of 3 and more hovels :

Anything <= mara can enter the hovel. When you enter it, you stay in it and can scroll the hovels by attack or altfire. You cannot be teleported in full hovels (they will be missed when scrolling).
Title: Re: New use for hovels
Post by: maxell on February 02, 2008, 11:10:05 am
that's is what i was going to ssay but make it a limit of 2 hovels with a hp of a normal hovel and another thing which isn't reletive the this topic but i was thinking to make the om and rc more powerfull because a normal basilik could kill a rc with 50 hp left
Title: Re: New use for hovels
Post by: Revan on February 02, 2008, 04:26:12 pm
Anything <= mara can enter the hovel. When you enter it, you stay in it and can scroll the hovels by attack or altfire. You cannot be teleported in full hovels (they will be missed when scrolling).

I can see it now!
GET OUT OF THE HOVEL IDIOT!!!
!kick scaredGranger for hovel camping
Title: Re: New use for hovels
Post by: + OPTIMUS + on February 02, 2008, 06:46:52 pm
I can see it now!
GET OUT OF THE HOVEL IDIOT!!!
!kick scaredGranger for hovel camping

if you see the hovel, you can destroy the hovel... and after that everything in it, such as the regular hovel works (well i have almost never seen a granger caught in the hovel since the summer two years ago).

cool that this idea moved many people's minds :-)

i wouldn't allow a other classes to enter the "hovelport"... but i can't do programming either :-)
but well, if -as i heard- human bases will be stronger at 1.2, this would give aliens a chance ;-)
Title: Re: New use for hovels
Post by: ==Troy== on February 02, 2008, 08:17:00 pm
about the human bases stronger... I have actually got a nicer implementation of MG turret spin-up than the one on MG. The rate changes from 1/4 to 2x in 2-3 seconds, and if the tracking is lost, spin-down time is 1.5-2.5 seconds.

It will be soon tested on the Amsterdam Unlimited server, plus all of those other crazy ideas :P
Title: Re: New use for hovels
Post by: Paradox on February 03, 2008, 07:11:03 am
Sweet idea troy.

Ideas might eventually work their way into the p-g-qvm, with cvars controlling, of course.
Title: Re: New use for hovels
Post by: jr2 on February 04, 2008, 07:31:13 am
(exiting still needed, so she is able to hide there).

Granger is a female? heh who knew! it is sexeh

I like the teleport idea.. with just two hovels i think it would work well and bring a new element to alien building and forward basing.

No... but here's betting that OPTIMUS is.  ;)  Grangers don't look female to me... therefore, I'm gonna guess OPTIMUS is a girl.  But this is waaaay offtopic... XD
Title: Re: New use for hovels
Post by: Circle on February 04, 2008, 08:43:34 pm
Why not create the hovel with the same HP but having them cost something like 4 bp instead of the traditional free. This way you can build as many as you see fit depending on the BP limit. Helps prevent spam and creates priorities.

Maybe change it into a Granger Cannon so you can kill unsuspecting humans. :hovel: :granger:  :human:
Title: Re: New use for hovels
Post by: Paradox on February 05, 2008, 04:12:38 am
LOL!

:hovel: =======> :granger: :human:

AAAAAH!
UNBLEAH!

Noob1 was splattered by Paradox's Granger

Lol
Title: Re: New use for hovels
Post by: thirdstreettito on February 05, 2008, 04:24:26 am
I like the idea para. You should flow with it.
Title: Re: New use for hovels
Post by: ODDity on February 05, 2008, 04:43:17 am
yeh i like the idea.

So if you were aliens and you could use the nydus (S3?)Hovel to quickly move to other areas of the map, it would be elegant to use it in the same way as the armoury is used for hummies.. that is (for me anyway) press Q to use and select a Nydus Hovel to appear out of. That way you could implement more than one easier, although i still like the idea of retaining the Hovel but perhaps having a further buildable at s2 or s3 that enables building of an upgraded one to have this feature.

Keep thinking!
Title: Re: New use for hovels
Post by: maxell on February 05, 2008, 10:22:38 am
i reckon the hovel cannon is a very good idea but it would be better that it repeales any humans coiming near it like:

:hovel with goon on top:-------->-->->>  :dragoon: splatters  :human:

but ad also whne a human get near it he gets pushed aways like:

                   :hovel:
                  -   -
                -       -
             :helmet:         -

( the -- means the way the humans goes)
Title: Re: New use for hovels
Post by: Revan on February 05, 2008, 10:47:05 am
Cool idea
Title: Re: New use for hovels
Post by: + OPTIMUS + on February 07, 2008, 07:17:20 pm
Troy, tell me if my Hovelports are ready :-)
Title: Re: New use for hovels
Post by: ==Troy== on February 07, 2008, 08:19:19 pm
I will work on them on these weekends. Ill drop here a note when they are going to be ready. But in any way, all the features and things are always on the Amsterdam Unlimited :P
Title: Re: New use for hovels
Post by: Lava Croft on February 08, 2008, 08:04:30 am
Maybe you should use Hovels as a combination of a barricade and a small house to camp for evos.
Oh wait...
Title: Re: New use for hovels
Post by: + OPTIMUS + on February 08, 2008, 02:16:01 pm
Maybe you should use Hovels as a combination of a barricade and a small house to camp for evos.
Oh wait...

Lava, as you are an ancient insider, could you please tell us please what was the original purpose of the hovels, as it is totally useless at the present ingame circumstances?
Unless that now it is an absolute perfect tyrant blocker, and an absolute useless small camping house, as the granger can't really check the base's needs at the base while being inside.
Title: Re: New use for hovels
Post by: Lava Croft on February 10, 2008, 04:28:45 am
Maybe you should use Hovels as a combination of a barricade and a small house to camp for evos.
Oh wait...

Lava, as you are an ancient insider, could you please tell us please what was the original purpose of the hovels, as it is totally useless at the present ingame circumstances?
Unless that now it is an absolute perfect tyrant blocker, and an absolute useless small camping house, as the granger can't really check the base's needs at the base while being inside.

Read what you quoted.
Title: Re: New use for hovels
Post by: + OPTIMUS + on February 10, 2008, 07:00:38 pm
Same to you, I already  told my opinion about this but once again, it's only blocking tyrants and the granger can't see the base from it visually, at least she should spectate trough his buildings or something...:-P

And please clear that svastika off from our face, because i doN't want to be accused by my friends and colleagues that i'm hanging out on a nazi forum day by day kthnx.
even if it's a very smart and hilarious association by your artistic spirit.
Title: Re: New use for hovels
Post by: Lava Croft on February 10, 2008, 09:48:29 pm
You asked me what the use of Hovels has been over the past years. To my knowledge, they were used as I said.

About your second question, I suggest you take a look here (http://en.wikipedia.org/wiki/Swastika).
Title: Re: New use for hovels
Post by: + OPTIMUS + on February 10, 2008, 10:38:25 pm
in my question, there was a sarcastic criticism hidden inside, and i have to admit that in fact it was not really a question, but more like a suggestion.

i don't care how supreme wikipedia user you are, this kind of attention whoring is disguisting and you force the symbol of the nazism to all of the forum users.
mom is coming in, boss is coming in, girlfriends are coming in and they see you being on THIS forum where there is a svastica on every single page. come on, there are children under 14 here, man!

hide your superiority a little bit comrad, the higher it will raise you when the right time comes.

EDIT: !rename Lava Lroft ---> T3h FühreR!
Title: Re: New use for hovels
Post by: ==Troy== on February 10, 2008, 10:44:37 pm
I feel guilty in not making the hovels in time, I have started working on them, and I did manage to get a granger port from one hovel to another, but at this moment I have to bugfix and test the checks for marauder bbox. I will post here asa I will finish it  :)
Title: Re: New use for hovels
Post by: mooseberry on February 10, 2008, 10:53:53 pm
in my question, there was a sarcastic criticism hidden inside, and i have to admit that in fact it was not really a question, but more like a suggestion.

i don't care how supreme wikipedia user you are, this kind of attention whoring is disguisting and you force the symbol of the nazism to all of the forum users.
mom is coming in, boss is coming in, girlfriends are coming in and they see you being on THIS forum where there is a svastica on every single page. come on, there are children under 14 here, man!

hide your superiority a little bit comrad, the higher it will raise you when the right time comes.

It doesn't offend me, but I do have to point out that while the symbol of the Swastika is used in many cultures, that color and design is linked almost completely to Nazi Germany.
Title: Re: New use for hovels
Post by: your face on February 10, 2008, 11:00:44 pm

Here I come with my hilarious idea :-D

It would be nice if grangers could use the HOVELS AS TELEPORT gates. In this case maximum 3 (but for simplicity let's say just TWO) could be built, but when entering, the granger would appear IN the other one (exiting still needed, so she is able to hide there).
This could be a nice escape route on small maps, and to make a quick access to outposts trough enemy lines.
Generally alien outposts at S3 near human bases are making the base destruction quicker (what is the flattest part of the game anyway), but for the humans destroying them is slowing down the alien spawning and allows them to quickly raid the OM+her eggs who lacks the defense power what was transported to the outpost.
So it's just an inspiration for grangers to make wider bases and to travel safely when risky situations are happening, not to mention to give some reason for this worthless structure.

This could be a totally new function and I guess it's extremely easy to apply, while it woud not change the balance.

Otherwise I don'T think that if one hovel is useless, then 2 or unlimited would turn them neat :-)

awesome idea.  the max hovel number could be 2, and the hp could be lowered to about half of the default hovel.... sounds awesome!
Title: Re: New use for hovels
Post by: Lava Croft on February 10, 2008, 11:19:12 pm
in my question, there was a sarcastic criticism hidden inside, and i have to admit that in fact it was not really a question, but more like a suggestion.

i don't care how supreme wikipedia user you are, this kind of attention whoring is disguisting and you force the symbol of the nazism to all of the forum users.
mom is coming in, boss is coming in, girlfriends are coming in and they see you being on THIS forum where there is a svastica on every single page. come on, there are children under 14 here, man!

hide your superiority a little bit comrad, the higher it will raise you when the right time comes.

EDIT: !rename Lava Lroft ---> T3h FühreR!
I still see no reason to remove my avatar.

@mooseberry: You are completely right, but the power of that image would be lost if I used a different design.
Title: Re: New use for hovels
Post by: Plague on February 10, 2008, 11:34:47 pm
Lava has a consistent record of being irresponsible and viewing the community with adversarial contempt. If Lava wants to be racially insensitive and express his arrogance, hey, I'm sure he earned his moderator status for doing something good for the community.
Title: Re: New use for hovels
Post by: Lava Croft on February 11, 2008, 12:36:44 am
You people do not seem to get the thought behind that picture. All you see is a swastika, and in your limited imagination that immediately means I have a racist intent. It's almost like you people do not notice the big penguin behind the swastika.

Now, if anyone has more problems with this, please make a new thread, since this thread was supposed to be about Hovels.
Title: Re: New use for hovels
Post by: + OPTIMUS + on February 11, 2008, 12:47:40 am
We just don't want to explain every single time when different people are taking a look what are we doing that we are not on a nazi forum, just a retarded admin is having fun at his virtual sandbox. Apart from that some people could find it simply arrogant.

Here you go separate a thread for it, but the problem is that you's infesting every thread with it.
Title: Re: New use for hovels
Post by: techhead on February 11, 2008, 02:52:15 am
I heartily support Nydus Hovels. (StarCraft reference, if you don't know)
Less Hp would also discourage barricading.
Another nice thing would be giving Tyrants the ability to actually jump over them.
Title: Re: New use for hovels
Post by: Lava Croft on February 11, 2008, 04:40:02 am
While Nydus Channel Hovels sound cool, I think they will imbalance the game quite a bit, it makes pesky Grangers even more mobile, since they can just teleport across the map in the blink of an eye.
Title: Re: New use for hovels
Post by: Paradox on February 11, 2008, 05:17:28 am
Heh
When i read that, i forgot about SC, and thought about the channels in your skull
Title: Re: New use for hovels
Post by: + OPTIMUS + on February 11, 2008, 10:57:57 am
I'd recommend that Hovels should be working this way only when the overmind is up.
This would focus more on distant outposts than just a rapid escape route.
Title: Re: New use for hovels
Post by: techhead on February 11, 2008, 08:29:31 pm
Not too mention both ends of escape route would have to be on creep.
Given the space requirements of hovels, an escape route would probably be found and killed, or worse, turreted.
Title: Re: New use for hovels
Post by: Paradox on February 12, 2008, 12:55:08 am
I believe that troy was making the hovels non creep dependant.

They don't need it, but they don't give it.
Title: Re: New use for hovels
Post by: ==Troy== on February 12, 2008, 07:38:00 am
I dont care how to make them... creep dependant... creep giving... shooting grangers... I just need to get them to do the check to marauder bbox without bugs :/
Title: Re: New use for hovels
Post by: Paradox on February 12, 2008, 05:55:43 pm
How is it coming, though?
Title: Re: New use for hovels
Post by: ==Troy== on February 13, 2008, 12:01:26 pm
How is it coming, though?

Well, considering the size of my TODO list, and the fact that all productive work can happen only on weekends, its actually not that bad, I have a granger ripcoding from one hovel to another and ejecting from that side, but I cannot yet get a marauder do same thing, and also just replacing the bbox sizes still causes quite a few bug builds, which cannot happen normally.
Title: Re: New use for hovels
Post by: _Equilibrium_ on February 13, 2008, 06:21:25 pm
perhaps the hovel should do a bit of damage, like the OM does. it is suppose to protect the grangers after all. :D
Title: Re: New use for hovels
Post by: techhead on February 14, 2008, 01:38:33 am
If hovels are supposed to protect grangers, give them 1/2 current Hp when empty, and 3/2 current hp when a Granger is inside. Reasoning: Granger prevents the walls from caving in.

Hovel candy™
Crunchy outdide, but with a soft Granger filling!!!
Available in connivence stores everywhere!!!
Title: Re: New use for hovels
Post by: whitebear on February 14, 2008, 05:22:12 am
So you are coding hovels that act like those GLA tunnel networks in C&C:Generals?
Thats so wicked. Although I like the "in hovel and out of granger's ass" tunnel network lot better.
Title: Re: New use for hovels
Post by: ==Troy== on February 14, 2008, 09:46:41 pm
Done for 2 hovels.

In testing on Amsterdam Unlimited.
Title: Re: New use for hovels
Post by: + OPTIMUS + on February 15, 2008, 08:15:46 am
neat ^^

there are many interesting things u've done there, congratulations, next time i will try the human side because the game yesterday lasted for something like 150 minutes :-D. I will check it out asap!
Title: Re: New use for hovels
Post by: whitebear on February 15, 2008, 10:01:53 am
Me too...
What classes can move through?
Is it instant you go in or do you select the outing while inside the hovel?
Title: Re: New use for hovels
Post by: bmac on March 17, 2008, 09:53:58 am
the hovel (too prevent camping) auto ejects aliens out of them so that they cannot stay in for ever
Title: Re: New use for hovels
Post by: Critters on March 17, 2008, 05:48:16 pm

Here I come with my hilarious idea :-D

It would be nice if grangers could use the HOVELS AS TELEPORT gates. In this case maximum 3...... (

Yea that would be great kinda like tunnels you can make 3 of them and go to what ever one you want if you enter one.
Title: Re: New use for hovels
Post by: + OPTIMUS + on March 17, 2008, 06:49:30 pm
i guess it's in use at Amsterdam Unlimited, check it for yourself. but i think it's just 2 hovels doing the stuff, 3 would lead to more eggspam probably.
Title: Re: New use for hovels
Post by: bmac on March 18, 2008, 05:15:37 am
where can one get this mod on the net??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ???
Title: Re: New use for hovels
Post by: mooseberry on March 18, 2008, 05:39:49 am
I don't know, maybe at youtube.com?

Or maybe it hasn't really been released yet, but you can play it by connecting to Amsterdam Unlimited server, as said in the post above you.  :o
Title: Re: New use for hovels
Post by: Paradox on March 19, 2008, 03:31:00 am
In your butt

it hasn't been released yet.
Title: Re: New use for hovels
Post by: ==Troy== on March 19, 2008, 07:22:48 am
Will be released on these weekends, if not, ban me from the forums :)
Title: Re: New use for hovels
Post by: Paradox on March 20, 2008, 12:12:05 am
Ill hold up on that if you want.

How long?
Title: Re: New use for hovels
Post by: ==Troy== on March 20, 2008, 07:15:50 am
Ill hold up on that if you want.

How long?

these weekends )) If I will be lucky, this friday, if not, then sunday )
Title: Re: New use for hovels
Post by: + OPTIMUS + on March 20, 2008, 10:19:07 am
these weekends )) If I will be lucky, this friday, if not, then sunday )

I guess he was asking how long the ban should be :-D
Title: Re: New use for hovels
Post by: ==Troy== on March 20, 2008, 10:44:04 am
these weekends )) If I will be lucky, this friday, if not, then sunday )

I guess he was asking how long the ban should be :-D

ahh that, well, let me think... if you ban for about half a year that would be just enough to finish the things I am doing  now :)
Title: Re: New use for hovels
Post by: Paradox on March 20, 2008, 11:25:38 pm
lol
Title: Re: New use for hovels
Post by: _-+|[A]|+-_ on March 23, 2008, 06:05:15 pm

Here I come with my hilarious idea :-D

It would be nice if grangers could use the HOVELS AS TELEPORT gates. In this case maximum 3 (but for simplicity let's say just TWO) could be built, but when entering, the granger would appear IN the other one (exiting still needed, so she is able to hide there).
This could be a nice escape route on small maps, and to make a quick access to outposts trough enemy lines.
Generally alien outposts at S3 near human bases are making the base destruction quicker (what is the flattest part of the game anyway), but for the humans destroying them is slowing down the alien spawning and allows them to quickly raid the OM+her eggs who lacks the defense power what was transported to the outpost.
So it's just an inspiration for grangers to make wider bases and to travel safely when risky situations are happening, not to mention to give some reason for this worthless structure.

This could be a totally new function and I guess it's extremely easy to apply, while it woud not change the balance.

Otherwise I don'T think that if one hovel is useless, then 2 or unlimited would turn them neat :-)

Thats an amazing idea!!
Title: Re: New use for hovels
Post by: techhead on March 24, 2008, 02:50:48 pm
I suppose while inside a hovel, you could make left-click go to the next one and right-click go to the previous one, to select which hovel you want to use.
Title: Re: New use for hovels
Post by: Paradox on March 25, 2008, 12:59:29 am
Hmm weekend over, no link...

Do you want me to pull through on our little wager troy?

Loljk.
Title: Re: New use for hovels
Post by: ==Troy== on March 25, 2008, 09:22:18 am
I do have a patch assembled already. Current problem is that on these weekends someone actually managed to glitch with it, even with all the extra checks that are done. I cant release something which can possibly cause a risk of these things happenning, Ill try to fix it myself, if not (I doubt I will have time) then I will have to release it as it is.
Title: Re: New use for hovels
Post by: Paradox on March 25, 2008, 04:55:02 pm
Thanks for all the work anyways.