Author Topic: 1.2 Gameplay Changes  (Read 1111486 times)

Norfenstein

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1.2 Gameplay Changes
« on: September 12, 2009, 05:47:39 pm »
Here's a mostly complete list of gameplay changes for 1.2. If you want something explained or justified feel free to ask, though for most of the number tweaks the answer is likely to amount to "it was a judgement call based on feedback and how the game was being played". At this point it's highly unlikely that anything else major (e.g. something getting added or removed) is going to change, but the beta period will most likely lead to some minor adjustments. See the following post for some preemptive explanations.

Distances are given in game units, times are given in milliseconds except where noted, regen rates are in health per second.

  • General
    • marked deconstruction
      • instead of instantly removing structures, deconstruct will now mark them as no longer needed
      • marked structures will be automatically removed when more build points are needed or when a marked structure is blocking the placement of a new structure
      • when reclaiming build points for a new structure, the first marked structure of the same type will be taken down; if none are marked, structures will be taken down in the order they were marked
      • unpowered human structures will be removed immediately instead of marked (since they use no build points to be reclaimed)
      • g_markedDeconstruct
        • 0 - disable marking, structures are removed immediately (no build timer penalty)
        • 1 - can't build over marked structures
        • 2 - can only build structures of the same type over marked structures
        • 3 (default) - no restriction on building over marked structures
    • build point queuing
      • structures destroyed by enemy players will not immediately become available for reuse, but instead enter a queue
      • build points will gradually leave the queue to become available again, at a rate proportional to the amount of points in the queue
      • the longest number of seconds between returning build points (i.e. when only 1 point is in the queue) is governed by g_HumanQueueTime and g_AlienQueueTime (default 8 and 12, respectively)
      • for humans, build point queuing only applies to structures powered directly by the reactor (including repeaters themselves), and only while the reactor is actually alive (see the section on zone build points under Repeater)
    • the timer for complimentary funds (governed now by g_freeKillPeriod, default 2 minutes) no longer resets on death nor on earning funds from other sources
    • new votes
      • nextmap - sets the next map without ending the current one
      • sudden_death - starts sudden death after g_suddenDeathVoteDelay seconds (default 180), requires g_suddenDeathVotePercent to pass (default 74, set to 0 to disable SD voting)
    • funds are kept when switching teams (and converted appropriately; see the section on partial frags under Aliens)
    • the credit for damaging a player or structure (used to distribute funds and points when a player or structure dies) is now cleared when the player or structure heals to full health
    • staging up is based on funds earned instead of kills
      • consequently, damage from structures no longer ever contributes to staging up
    • scoreboard shows "Score" instead of kills
      • score is based on funds earned, with large bonuses for killing enemy structures, and time-based points for builders
    • g_dretchPunt - dretches get knocked back by alien attacks (does no damage when friendly fire is on)
    • say_area - send a message to teammates within g_sayAreaRange (default 1000)
    • build timers now match up with structure build times
      • was: 17/12/17.5/15 seconds for all structures (double for Overmind/Reactor) built by a granger/advanced granger/construction kit/advanced construction kit
      • the HUD indicator is now 2.5 seconds per slice for both teams
  • Aliens
    • all alien values increased 20%
    • regen off-creep and outside a healing aura is 1/3 normal
    • partial frags - values for killing humans are no longer rounded to whole numbers
    • default max build points increased 100 -> 150
    • default max build queue timer 12000
    • regeneration is now smooth - health always returns 1 point per tick but at varying intervals
    • evolving no longer resets velocity (can now evolve mid-jump without just falling out of the air)
  • Granger
    • regular
      • movement speed increased 0.8 -> 0.9
      • FOV increased to advanced's value 80 -> 110
      • has slash attack
    • advanced
      • movement speed reduced 1.0 -> 0.9
      • bounding box reduced to regular granger size 50x50x50 -> 40x40x40
      • model scale reduced to regular granger size 1.25 -> 1.0
      • takes falling damage
  • Dretch
    • damage reduced 48 -> 36
    • movement speed increased 1.3 -> 1.4
    • base value reduced 175 -> 150
    • regen increased 1 -> 1.25
    • model scale increased 1 -> 1.2
  • Basilisk
    • both
      • slash range reduced 96 -> 64
      • grab range increased 64 -> 96
      • jump magnitude increased 270 -> 310
      • silent footsteps
      • grabs no longer affects turrets
    • regular
      • health reduced 75 -> 60
      • base regen reduced 2 -> 1.8
      • healing aura x2
    • advanced
      • health reduced 100 -> 80
      • base regen reduced 3 -> 2.4
      • healing aura x3
      • base grab time reduced to regular basilisk's time 450 -> 300
      • slash and grab range increased to compensate bounding box increase over regular basilisk (+3 to regular values)
      • gas range range reduced 200 -> 120
      • gas repeat increased 2000 -> 2500
      • gas effect
        • no longer poisons (even if boosted)
        • slows movement the same way creep does
        • affects armoured humans
        • slow lasts for 10 seconds minus a number of seconds for armour (3 bsuit, 1 helmet, 1 larmour)
        • aim muddling lasts for 2.5 seconds (not affected by armour)
  • Marauder
    • both
      • base slash range reduced 96 -> 80
      • slash width increased 12 -> 14
      • jump magnitude reduced 400 -> 380
      • can now walljump off entities and sloped walls
    • regular
      • bounding box reduced 50x50x38 -> 44x44x34
      • view height reduced 10 -> 8
      • regen increased 4 -> 4.5
    • advanced
      • bounding box reduced 52x52x42 -> 48x48x38
      • view height reduced 12 -> 10
      • regen increased 5 -> 5.25
      • slash range increased to compensate bounding box increase over regular marauder (+2 to regular value)
      • new zap - on a hit, chains to up to 4 targets within range of the first, instantly dealing 60 non-locational damage to all targets
  • Dragoon
    • both
      • base bite range reduced 96 -> 72
      • base pounce range reduced 72 -> 54
      • pounce width reduced 16 -> 14
      • pounce charge time increased 700 -> 800
      • pounce never damages teammates/friendly structures, even with friendly fire on
      • pounce now does knockback
      • can no longer bite while pouncing
      • the delay after pouncing and being able to bite (400ms) now applies after landing instead of after hitting
    • regular
      • bite repeat increased 700 -> 900
    • advanced
      • available at stage 2
      • bounding box reduced 64x64x67 -> 58x58x66
      • model scale reduced 1.25 -> 1.15
      • advanced bite and pounce range increased to compensate bounding box increase over regular dragoon (+3 to regular values)
      • bite repeat increased 600 -> 800
      • regen increased 7 -> 7.5
      • barb changes
        • repeat increase 1000 -> 1200
        • regen increased 10000 -> 15000
        • splash radius increased 0 -> 75
  • Tyrant
    • view height increased 35 -> 64
    • slash range reduced 128 -> 100
    • slash width reduced 20 -> 14 (slash height kept at 20)
    • slash repeat increased 750 -> 800
    • healing aura removed
    • health reduced 400 -> 350
    • base regen increased 7 -> 8.25
    • trample changes
      • minimum charge time reduced 750 -> 375
      • maximum charge time reduced 1500 -> 1000
      • charge can be held without automatically firing for up to 2 seconds after fully charging
      • trampling stops after winding down to the minimum charge, instead of after winding down completely
      • can no longer be charged by walking into a wall
      • repeat reduced 1000 -> 100
      • damage increased 110 -> 111
      • no longer does locational damage
    • crush attack
      • damages humans and human structures when falling on top of them
      • 120 + half falling velocity nonlocational damage, 500 repeat (only repeats for players, not structures)
    • trample and crush never damage teammates/friendly structures, even with friendly fire on
  • Egg
    • death splash radius increased 50 -> 100
    • no longer gives credits
  • Acid tube
    • damage increased 6 -> 8
    • repeat increased 200 -> 300
    • death splash radius reduced 300 -> 100
  • Barricade
    • cost reduced 10 -> 8
    • health increased 200 -> 300
    • death splash radius increased 50 -> 100
    • shrink when aliens try to jump over
  • Booster
    • death splash radius increased 50 -> 100
    • regen mod increased x2 -> x3
    • boost time reduced 30000 -> 20000
    • boost time can be reset when already boosted
    • poison changes
      • effect lasts 10 seconds
      • damage is per second, 5 minus modifiers for armour (3 bsuit, 1 helmet, 1 larmour)
      • poison can be reapplied (resets the 10 second counter)
      • medkits no longer give temporary immunity
      • no longer lost when evolving
  • Hive
    • bounding box reduced 70x70x50 -> 40x40x40
    • sense range increased 400 -> 500
    • fires at attackers regardless of range
    • repeat reduced 5000 -> 3000
    • no longer fires if the swarm won't be able to hit
    • fires from the top of its bounding box
    • can have more than one swarm active at a time
    • swarm changes
      • damage increased 50 -> 80
      • no longer do locational damage
      • movement speed increased 240 -> 320
      • lifetime reduced 15000 -> 3000
      • no longer die from hitting a wall or being more than 6000 units from their hive
      • target the nearest human instead of chasing the same one until death
  • Hovel
    • removed
  • Overmind
    • no longer gives credits
  • Humans
    • headshot modifier reduced x2 -> x1.5
    • sprint changed from boost to +button8 - hold down to sprint, release to stop sprinting
    • cg_sprintToggle - change the behavior of +button8 to toggle sprinting
    • initiating a sprint is no longer disabled when blacking out (previously you could continue to sprint into a black-out, but couldn't start if you were already blacking out)
    • dodge
      • a quick, low jump: x0.5 vertical, x2.9 lateral (x0.9 when slowed), 500ms delay after landing before jumping/dodging again
      • +button6, hold down while strafing or moving backwards
    • jump stamina cost reduced 500 -> 250
    • unpowered structures will explode after 90 seconds
    • base view height reduced 26 -> 24
    • base crouching view height reduced 12 -> 7
    • firing an empty weapon makes a clicking noise (audible to aliens)
    • non-locational armour protection formula changed, amounting to following change in values:
      • old:
        • larm - 0.31
        • helm - 0.65
        • larm+helm - 0.2015
        • bsuit - 0.2
      • new:
        • standing
          • larm - 0.534375
          • helm - 0.812500
          • larm+helm - 0.346875
          • bsuit - 0.221875
        • crouching
          • larm - 0.585326
          • helm - 0.771739
          • larm+helm - 0.357065
  • Construction Kit
    • removed Advanced Construction Kit (regular kit now builds everything that's available)
    • repairing is done automatically when possible, without needing to press a button
    • deconstructing unpowered structures will immediately remove them, instead of marking them for deconstruction
    • displays local build points when in a repeater's power zone (see the section on zone build points under Repeater) and the reactor's build points when not
  • Blaster
    • damage increased 9 -> 10
    • projectile volume 10 cubed (against entities but not map architecture)
  • Painsaw
    • damage reduced 15 -> 11
    • range increased 40 -> 64
    • height of 8 (width is still 0)
  • Shotgun
    • pellet count increased 8 -> 14
    • damage reduced 7 -> 4
  • Mass Driver
    • damage increased 38 -> 40
  • Chaingun
    • spread reduced 1000 -> 900
    • damage reduced 6 -> 5
  • Flamethrower
    • cost reduced 450 -> 400
    • projectile speed increased 200 -> 300
    • projectile lifetime reduced 800 -> 700
    • muzzle offset lowered (can now fire in vents without self-immolating)
  • Pulse Rifle
    • cost increased 400 -> 450
    • clip size reduced 50 -> 40
    • max clips increased 4 -> 5
    • projectile speed increased 1000 -> 1200
    • projectile volume 10 cubed (against entities but not map architecture)
  • Lucifer Cannon
    • can no longer cancel charges with secondary fire
    • ammo capacity reduced 90 -> 80
    • projectile volume (primary and secondary) 10 cubed (against entities but not map architecture)
    • primary fire
      • projectile speed increased 350 -> 700
      • max charge time increased 2000 -> 3000
    • secondary fire
      • damage increased 27 -> 30
      • projectile speed increased 350 -> 1400
      • repeat increased 500 -> 1000
  • Jetpack
    • stamina now returns while moving in flight
  • Light Armour
    • no longer reduces the stamina taken by sprinting
  • Helmet
    • modifier increased 0.3 -> 0.4
  • Battlesuit
    • modifier for head region (0.8 - 1.0) increased 0.2 -> 0.27
    • viewheight increased 26 -> 29
  • Telenode
    • no longer gives frags
  • Turret
    • turning speed increased 8 -> 12
    • repeat increased 100 -> 150
    • sense range increased 300 -> 400
    • damage increased 4 -> 8
    • defense computer boosting removed
    • basilisk grabbing removed
    • spinup delay of 750 (delay between acquiring/reacquiring a target and firing)
  • Tesla
    • range reduced 250 -> 150
    • damage increased 9 -> 10
    • no longer require defense computers
    • fires from the top of its bounding box to the top of its target's bounding box (can now fire over turrets)
  • Defense Computer
    • no longer affects turrets
    • no longer required for teslas
    • repairs structures in its range 3 health per second, with a 2 second delay after taking damage (this effect stacks with multiple DCs)
    • range reduced 10000 -> 1000 (range affects what structures it heals and warns about)
    • fixed a bug that broke defense computers when built farther from the map origin than their range
  • Armoury
    • health increased 280 -> 420
  • Reactor
    • no longer gives frags
    • fixed a bug that made the defensive zap deal more damage when multiple targets were in range
  • Repeater
    • available at stage 1
    • cost increased 0 -> 4
    • no longer explode if not powering anything for 90 seconds
    • zone build points
      • repeaters provide a pool of 20 local build points that can only be used in their power zone
      • points from the reactor's pool can no longer be built outside the reactor's zone
      • power zones may overlap, but repeaters can not be built inside an existing zone
      • if a structure is built in the overlap of a repeater's zone and the reactor's zone, it will only take power from the reactor
  • Medistation
    • restores 30 stamina per 100ms
    • cures poison to anyone that touches one regardless of who is being healed
« Last Edit: December 06, 2009, 10:13:59 pm by Norfenstein »

Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #1 on: September 12, 2009, 05:51:53 pm »
Some preemptive explanations / frequently asked questions.

omgwtfhovel
This was a matter of editing. Hovels served no purpose not covered by other structures, and we couldn't think of and didn't receive any good ideas for it, so I decided the best course of action was removing it altogether. Think of it as an extra model for modders to use.

What's with the weird alien regen values?
Alien health doesn't return in chunks one a second at a time anymore, it now returns one point at a time at varying intervals. Since this allows for greater precision in defining regen values, I defined them in terms of percentage of a class's max health per second:
  • Granger - 4%
  • Dretch - 5%
  • Basilisk - 3% (not counting their healing auras)
  • Marauder - 3%
  • Dragoon - 3%
  • Tyrant - 2.5%

Attack width? Height? Repeat?
Width and height are basically how accurate you have to be in order to hit with a melee attack. For most attacks the width is used for both the horizontal and vertical axes, but the tyrant slash and painsaw now have a separate vertical value so that tyrants can still hit teles/medis with their shorter range and battlesuits can now finally saw dretches. Repeat is how long you're forced to wait between attacks, so lower means you can fire/slash/etc. more frequently.

Those non-locational damage modifiers make no sense.
Well, they make more sense than they did before. I didn't want any armour to be of wildly different value for locational and non-locational damage so we made the formula for non-locational damage take into account what regions a piece of armour covers. Light armour, for example, leaves you vulnerable to non-locational damage because it doesn't cover your head, so I didn't think it was appropriate that it quadrupled the number of pounces you could take before dying. And now a battlesuit is actually better than wearing light armour with a helmet. Crouching produces different modifiers because light armour and helmet have different locational modifiers/coverage when crouching (the old formula just averaged everything together). I felt that having a formula that used the locational modifiers was better than arbitrarily maintaining two different sets of numbers.

Why no fund reward for destroying structures?
The tradeoff with awarding funds for structures is that it allows builders to feed, badly. At one point in development we awarded funds for all structures with the hope that it would encourage players to be more aggressive, but it didn't really accomplish that enough to warrant severely punishing teams for trying to build forward, or for just trying non-standard bases.
We might have kept funds for spawns/reactor/om, but the choice seemed arbitrary. Overmind/reactor might be equivalent enough to each other, but if the reactor goes down it's very unlikely that the 3 frags it'd award would make a difference in the outcome of the game. Eggs and telenodes are not equivalent since aliens need to put eggs in harm's way if they want forward bases. I could maybe see doing it for repeaters in addition to eggs and telenodes, but I'd rather see builders unafraid of being aggressive (especially since one successfully aggressive builder can set up a platform for numerous teammates to go on offense, as opposed to giving one reward to one attacker for killing an enemy structure).
« Last Edit: October 27, 2009, 10:29:30 pm by Norfenstein »

Colynn'

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Re: 1.2 Gameplay Changes
« Reply #2 on: September 12, 2009, 06:06:18 pm »
The hovel can be used as second barricade. Just it's a lower one.
What about hovel teleportation for grangers?
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Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #3 on: September 12, 2009, 06:23:22 pm »
The hovel can be used as second barricade. Just it's a lower one.
Hovels served no purpose not covered by other structures...
I don't see a reason to have two structures for a team that serve exactly the same purpose.

What about hovel teleportation for grangers?
Was discussed. Seemed to me like all it'd accomplish would be to make egg/granger-hunting an order of magnitude more aggravating.

Colynn'

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Re: 1.2 Gameplay Changes
« Reply #4 on: September 12, 2009, 06:39:22 pm »
If hovel works only if an OM is up, I don't really think it will encourage egg spaming.
Because first, you have to build an egg, than an hovel (that is long to build), then build a second hovel. An human with psaw can destroy the Overmind if he found it before the second hovel is built.

Btw, I'm a bit disappointed that nodes/eggs/OM/RC don't give credits anymore. Why was this removed?
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Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #5 on: September 12, 2009, 07:11:05 pm »
The tradeoff with awarding funds for structures is that it allows builders to feed, badly. At one point in development we awarded funds for all structures with the hope that it would encourage players to be more aggressive, but it didn't really accomplish that enough to warrant severely punishing teams for trying to build forward, or for just trying non-standard bases.

We might have kept funds for spawns/reactor/om, but the choice seemed arbitrary. Overmind/reactor might be equivalent enough to each other, but if the reactor goes down it's very unlikely that the 3 frags it'd award would make a difference in the outcome of the game. Eggs and telenodes are not equivalent since aliens need to put eggs in harm's way if they want forward bases. I could maybe see doing it for repeaters in addition to eggs and telenodes, but I'd rather see builders unafraid of being aggressive (especially since one successfully aggressive builder can set up a platform for numerous teammates to go on offense, as opposed to giving one reward to one attacker for killing an enemy structure).

Asvarox

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Re: 1.2 Gameplay Changes
« Reply #6 on: September 12, 2009, 09:12:37 pm »
Making our grangars hovelless is really mean, but yeah, it was almost always used as free barricade. It also allowed builders to go to places where they shouldn't be, or leave the map altogether (at atcs, niveus, thanatos, and many, many more).
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SlackerLinux

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Re: 1.2 Gameplay Changes
« Reply #7 on: September 13, 2009, 02:37:40 am »
i would've liked some form of fueled/timed jetpack use to be included to stop people who stay in air constantly in places where it is next to impossible to get them down. the hovels only use was to glitch im happy its gone.
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your face

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Re: 1.2 Gameplay Changes
« Reply #8 on: September 13, 2009, 02:58:47 am »
^^
timed jetpack with fuel would win at life, also, it shouldn't be so steady
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Helix.

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Re: 1.2 Gameplay Changes
« Reply #9 on: September 13, 2009, 07:51:23 am »
This should be fun.  ;)


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N.U.K.E.

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Re: 1.2 Gameplay Changes
« Reply #10 on: September 13, 2009, 10:02:33 am »
About the hovel, try it before you say "no it makes for retarted egghunting". I know of at least one server that has it, and it's mainly used for aliens to switch quickly between attack/defense, or get tyrants to previously unreachable spots such as the higher platform in arachnid2.

Btw, vent flamer is epic win :D

Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #11 on: September 13, 2009, 02:47:55 pm »
About the hovel, try it before you say "no it makes for retarted egghunting". I know of at least one server that has it, and it's mainly used for aliens to switch quickly between attack/defense, or get tyrants to previously unreachable spots such as the higher platform in arachnid2.
It's not just egghunting. Aliens already have a significant advantage over humans in terms of mobility -- switching between attack and defense is already easier for them than for humans. I don't think increasing that advantage would benefit the game.

i would've liked some form of fueled/timed jetpack use to be included to stop people who stay in air constantly in places where it is next to impossible to get them down.
This is a very common request, but I disagree that skycamping is a problem. It's useful sometimes -- and I want to keep it useful sometimes -- but people that do nothing but sit in the air simply don't contribute as much to their team as they could by doing other things. The proper response is to ignore them and go attack their base. I'm sure there are maps for which it really is a significant problem, but it's also possible to turn other benign things into major problems with questionable map design.

Demolution

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Re: 1.2 Gameplay Changes
« Reply #12 on: September 13, 2009, 06:03:17 pm »
As far as tyrants being able to reach previously unreachable places, the barricade now shrinks to allow aliens to pass over it, so you can just use that instead of the hovel.

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Helix.

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Re: 1.2 Gameplay Changes
« Reply #13 on: September 13, 2009, 06:03:30 pm »
Jet pack's are only useful to me for building. I'm sure some of us feel that way as well.


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D@ve

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Re: 1.2 Gameplay Changes
« Reply #14 on: September 13, 2009, 07:36:58 pm »
Nice, really nice. This should stop people to use only dretch/goon till s3.
Just a question, what is "repeat"? Is it the time between two attacks? I don't understand well.
For hovel, I always thought this building was a non-sense so...
For jet-campers, I already ignore them.
I'm wondering, when 1.2 will be officially released, will the servers display their version in serverlist? Like "base1.2" instead of "base" or something?
I think it's important to being able to know what version the server is running without using the Server Info thing.

David

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Re: 1.2 Gameplay Changes
« Reply #15 on: September 13, 2009, 08:03:01 pm »
1.2 will have a new client, and has changed the network protocol.
So you will only see servers for the client you are running.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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Plague Bringer

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Re: 1.2 Gameplay Changes
« Reply #16 on: September 13, 2009, 08:23:15 pm »
1.2 will have a new client, and has changed the network protocol.
So you will only see servers for the client you are running.

Will 1.2 have an integrated GUID system?
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David

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Re: 1.2 Gameplay Changes
« Reply #17 on: September 13, 2009, 08:34:13 pm »
GUID (and all of g_admin etc) has been in trunk for ever.

EDIT:  Should point out that this is just balance changes, lots of other things that have already gotten into trunk that aren't on this list.  (EG voip and ipv6 and a million bug fixes)
« Last Edit: September 13, 2009, 09:03:56 pm by David »
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Hendrich

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Re: 1.2 Gameplay Changes
« Reply #18 on: September 13, 2009, 09:01:51 pm »
All of these changes sound great, it shows that you've put alot of thought into it.

ghostisback

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Re: 1.2 Gameplay Changes
« Reply #19 on: September 13, 2009, 09:55:33 pm »
My opinion.

Hovel
Take away it from alien team is not so good cause aliens are an alien race so have strange structures, like hovel. And use it to go out from map , bah, just in some boring or funny games, not in normal.

About Humans
Dodge = s**t, sorry but i dont really like it.
Ckit is now useful :)
Flamer MUST take damage to you :)
Lucifer cannon is really overpowered
Turrets have a lot of damage and basilisk grab was useful to help mates to run away from them.
Tesla are really more useful now :)
DC mmhh i have doubts about its help
Repetears at stage 1 is not funny.

About Aliens
Really depowered.

About Servers and clients
I hope new version servers can be listed in old clients too.

End of My Opinion.

I think that a larger collaboration and more discussions between devs and players in the whole Tremulous Universe will help you and us to reach better results. Anyway thanks for your work guys.

Greetings.
[!!!]ghostisLoL.LSD

Plague Bringer

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Re: 1.2 Gameplay Changes
« Reply #20 on: September 13, 2009, 10:20:25 pm »
@ghostisback: The client will determine what resources you can run the game with. That's code, models, animations, and anything regarding how the engine runs (physics calculations, map entities, etc). You will not be able to run 1.2 on the 1.1 client since 1.2 brings a lot of new things that are unavailable to 1.1.
« Last Edit: September 13, 2009, 11:41:54 pm by Plague Bringer »
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mooseberry

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Re: 1.2 Gameplay Changes
« Reply #21 on: September 13, 2009, 11:35:20 pm »
@ghostisback: The client will determine what resources you can run the game with. That's code, models, animations, and anything regarding how the engine runs (physics calculations, map entities, etc). You will not be able to run 1.2 on the 1.1 engine since 1.2 brings a lot of new things that are unavailable to 1.1.
???

It's the same engine...
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Plague Bringer

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Re: 1.2 Gameplay Changes
« Reply #22 on: September 13, 2009, 11:43:00 pm »
@ghostisback: The client will determine what resources you can run the game with. That's code, models, animations, and anything regarding how the engine runs (physics calculations, map entities, etc). You will not be able to run 1.2 on the 1.1 engine since 1.2 brings a lot of new things that are unavailable to 1.1.
???

It's the same engine...


Blah blah blah. Typo. Point is, 1.2 brings new things to the table that 1.1 doesn't support. It'd be like trying to play Trem on Nexuiz.
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David

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Re: 1.2 Gameplay Changes
« Reply #23 on: September 13, 2009, 11:43:18 pm »
Mostly the same.  There are a few small changes (eg net code) that means that 1.2 and 1.1 wont be compatible.
Thus all the crap with backports.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

KillerWhale

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Re: 1.2 Gameplay Changes
« Reply #24 on: September 14, 2009, 12:07:23 am »
I like most of the changes; they may feel a bit weird, but I can see myself playing it.

There is only one change I despise: Why can't we have sprint stay "boost" and dodge be a separate command?
I have heard no good answer on this, it seems to just be ignored.

David

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Re: 1.2 Gameplay Changes
« Reply #25 on: September 14, 2009, 12:10:33 am »
They are different commands.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

UniqPhoeniX

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Re: 1.2 Gameplay Changes
« Reply #26 on: September 14, 2009, 12:43:51 am »
"unpowered human structures will be removed immediately" should be "will be removed instead of marked" to make it less arbitrary.
Does complimentary funds timer reset to max when u earn less then the amount u would get from it?
Building: "the HUD indicator is now 5 seconds per slice for both teams" you mean 2.5?
Basi: "slash and grab range increased to compensate bounding box increase over regular basilisk (+3 to regular values)" I guess that only works if you are looking straight, but diagonally to corner of bbox increase is 5.19. Same for goons; 3.46 for maras.
Tyrant trample: "can longer be charged by walking into a wall" you mean "no longer"? And what is minimum height to kill RC in 1 hit? :P
And what is the max alien regen modifier? x3x3=x9? in base near booster and +basi?
Booster poison: "lasts 10 seconds" should be "damage lasts 10 seconds"
What about building eggs on walls?
Hovelport wouldn't increase alien mobility much if only grangers can use it...
Backwards dodge is longer then avg strafejump :,( meaning mappers can't add simple strafe jump obstacles for humans.

kevlarman

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Re: 1.2 Gameplay Changes
« Reply #27 on: September 14, 2009, 02:03:07 am »
I like most of the changes; they may feel a bit weird, but I can see myself playing it.

There is only one change I despise: Why can't we have sprint stay "boost" and dodge be a separate command?
I have heard no good answer on this, it seems to just be ignored.
because boost ends up wasting a ton of bandwidth and doesn't allow the behavior most people expect it to have (hold button->run faster)
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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Cadynum

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Re: 1.2 Gameplay Changes
« Reply #28 on: September 14, 2009, 02:06:01 am »
  • the timer for complimentary funds (governed now by g_freeKillPeriod, default 2 minutes) no longer resets on death (only on earning funds)
I haven't commented on this before as I thought it was a bug.
I don't see how it makes sense to punish earning credits. Especially since you can now earn partial evos as well.

Take the two following examples:
  • Player#1 Kills someone for 1e, then after less than 2min earns 1/2e.
    Total: 3/2e
  • Player#2 Sits and waits all the time instead.
    Total: 2e

Thus it's better to in certain cases just sit and wait, just like with the old camper evos.
My suggestion would be to completely skip any "resets".

(Oh i just love pointing out those things even though I doubt it'll ever affect the gameplay in an actual game)

kevlarman

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Re: 1.2 Gameplay Changes
« Reply #29 on: September 14, 2009, 03:11:15 am »
(Oh i just love pointing out those things even though I doubt it'll ever affect the gameplay in an actual game)
actually it's just norf's wording. you get credits every 2 minutes regardless of whether you killed anything or not.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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|..d| #
|.@.-##
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