Author Topic: 1.2 Gameplay Changes  (Read 1111680 times)

temple

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Re: 1.2 Gameplay Changes
« Reply #30 on: September 14, 2009, 03:39:47 am »
It looks like lethality of aliens has been removed and these changes are painful to read.  I'm thinking this has to be a massive typo or joke.

Helix.

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Re: 1.2 Gameplay Changes
« Reply #31 on: September 14, 2009, 03:58:33 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.

...I'd have to go ahead and disagree with that.


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kevlarman

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Re: 1.2 Gameplay Changes
« Reply #32 on: September 14, 2009, 04:26:26 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.

...I'd have to go ahead and disagree with that.
fortunately for us you disagreeing with it doesn't change how the code works.
edit: now that you've made me look at the code i should clarify that it's based on time you've spent alive, so it might be slightly more than 2 minutes if you spend time in the spawn queue.
« Last Edit: September 14, 2009, 07:29:50 am by kevlarman »
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?
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Urcscumug

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Re: 1.2 Gameplay Changes
« Reply #33 on: September 14, 2009, 09:08:26 pm »
What's not clear to me (and sorry if it's been on the forum already): have the human weapons been changed or not? There was a YouTube vid that showed new stuff.

The ones showed there seemed to suck compared to 1.1 weapons and on superficial examination, but that's just my opinion. On the other hand, for years we got to drool over new or updated models of aliens and weapons. So, any change anywhere?
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CreatureofHell

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Re: 1.2 Gameplay Changes
« Reply #34 on: September 14, 2009, 09:32:07 pm »
What's not clear to me (and sorry if it's been on the forum already): have the human weapons been changed or not? There was a YouTube vid that showed new stuff.

The ones showed there seemed to suck compared to 1.1 weapons and on superficial examination, but that's just my opinion. On the other hand, for years we got to drool over new or updated models of aliens and weapons. So, any change anywhere?

There have been a few vids showing the new weapons, all hidden around on the net somewhere *insert spooky face here*
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Demolution

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Re: 1.2 Gameplay Changes
« Reply #35 on: September 14, 2009, 10:51:11 pm »
-Ignore this space.-
« Last Edit: September 14, 2009, 11:04:43 pm by Demolution »

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Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #36 on: September 14, 2009, 11:49:06 pm »
Thanks for the feedback guys.

Just a question, what is "repeat"? Is it the time between two attacks? I don't understand well.
Exactly right. And I updated the "answers" post to explain it.

"unpowered human structures will be removed immediately" should be "will be removed instead of marked" to make it less arbitrary.
Changed.

Building: "the HUD indicator is now 5 seconds per slice for both teams" you mean 2.5?
Ah, yea, looks like you're right. I was going off the SVN commit message.

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.
Right, but, I'd say this is good enough. It'd surprise me if anyone had even noticed the deficiency.

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
Fixed, and I don't know but it's 500 damage from the three-story drop on transit.

And what is the max alien regen modifier? x3x3=x9? in base near booster and +basi?
x3, healing auras don't stack (don't think they did in 1.1 either)

Booster poison: "lasts 10 seconds" should be "damage lasts 10 seconds"
Changed to "effect lasts 10 seconds"; damage is instantaneous.

What about building eggs on walls?
Hasn't changed (couldn't and can't).

Hovelport wouldn't increase alien mobility much if only grangers can use it...
Why increase it at all?

What's not clear to me (and sorry if it's been on the forum already): have the human weapons been changed or not? ... On the other hand, for years we got to drool over new or updated models of aliens and weapons. So, any change anywhere?
In case it wasn't clear from the title of this thread, I only listed gameplay changes. I couldn't even tell you all the other changes that have been made if I wanted to. And for those that haven't even played any test games, you will see a few minor graphical enhancements in the beta but they are by no means final or comprehensive.

Does complimentary funds timer reset to max when u earn less then the amount u would get from it?
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)
I'm aware of this, and if it were likely to have any affect on an actual game I'd definitely want the funds awarded every two minutes to be the normal amount minus the funds you earned in that period, if you earned less than the normal amount. I don't remember why we did it the simpler but "wrong" way, but I think it wasn't worth complicating the code to the degree necessary to implement it. Having no reset at all seems a bit silly.

EDIT: Apparently my memory is going. Turns out I was wrong in thinking that the timer reset on killing things in 1.1, which means it doesn't currently either. Kev is right. Still seems a bit silly to me, but I kind of don't want to make any more changes at this time. Sorry for the confusion.

EDIT 2: Correction again: kevlarman tells me that in 1.1 the timer in fact does reset on killing things, but it now does work the way he described: nothing resets the timer, you get free funds every X minutes.
« Last Edit: September 15, 2009, 02:54:40 am by Norfenstein »

Plague Bringer

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Re: 1.2 Gameplay Changes
« Reply #37 on: September 15, 2009, 01:32:19 am »
Not so much a gameplay change as it is a bugfix; Do spectators still violently teleport through func_doors?
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kevlarman

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Re: 1.2 Gameplay Changes
« Reply #38 on: September 15, 2009, 01:42:43 am »
Not so much a gameplay change as it is a bugfix; Do spectators still violently teleport through func_doors?
yes
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.
-----
|..d| #
|.@.-##
-----

Luigi1

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Re: 1.2 Gameplay Changes
« Reply #39 on: September 15, 2009, 06:49:53 pm »
^^
timed jetpack with fuel would win at life, also, it shouldn't be so steady

agreed on the fuel part, i dont mind the steady part.. but to make it more realistic your right

Cadynum

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Re: 1.2 Gameplay Changes
« Reply #40 on: September 15, 2009, 11:30:42 pm »
^^
timed jetpack with fuel would win at life, also, it shouldn't be so steady

agreed on the fuel part, i dont mind the steady part.. but to make it more realistic your right
Why would it need fuel?
If someone's jettarding (he|she)'s very inflexible and easy to avoid.

Paradox

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Re: 1.2 Gameplay Changes
« Reply #41 on: September 16, 2009, 12:17:40 am »
Hmm, timed jetpack.

Coincidence, I guess, but cQvm has this implemented currently as well.

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Re: 1.2 Gameplay Changes
« Reply #42 on: September 16, 2009, 01:39:52 am »
Not so much a gameplay change as it is a bugfix; Do spectators still violently teleport through func_doors?
yes
I don't suppose that could be changed?
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elmo*USA

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Re: 1.2 Gameplay Changes
« Reply #43 on: September 16, 2009, 01:57:51 am »
  • secondary fire
    • damage increased 27 -> 30
    • projectile speed increased 350 -> 1400
    • repeat increased 500 -> 1000
doesn't that make it an even bigger headache when a person is sitting in base lucispamming?
was taking secondary fire off ever considered?

Pazuzu

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Re: 1.2 Gameplay Changes
« Reply #44 on: September 16, 2009, 02:49:39 am »
  • secondary fire
    • damage increased 27 -> 30
    • projectile speed increased 350 -> 1400
    • repeat increased 500 -> 1000
doesn't that make it an even bigger headache when a person is sitting in base lucispamming?
was taking secondary fire off ever considered?
Well, they can only fire half as frequently, so I guess it was considered, just fixed in a different way.

ok, can you give me the tool thingy app that can code?

elmo*USA

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Re: 1.2 Gameplay Changes
« Reply #45 on: September 16, 2009, 03:18:44 am »
ohh oops, for some reason i figured that a higher repeat number would mean its faster >.>
nvm!

rotacak

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Re: 1.2 Gameplay Changes
« Reply #46 on: September 16, 2009, 12:59:20 pm »
What about OGG sound support? It will be in 1.2? Biggest part of maps (and tremulous data) are often wav sounds :-(

Jetpack limiting is bad. I saw it on one server and that make from jetpack useless thing. But, it would be nice if jetpack limit can be added like parameter for map makers. If they want to build outside map - there is jetpack really problem (for example map outpost p4, xmas2007, salve...).

Why was removed basilisk turret grabbing?

And what admin server system is in 1.2? Something like in lakitu qvm?

Asvarox

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Re: 1.2 Gameplay Changes
« Reply #47 on: September 16, 2009, 08:36:00 pm »
I think jetpack issue was already discussed - Norfenstein said that he didn't want so radical changes in 1.2 (this guy got sense of humor :laugh: ) IMO jet should be much less steady, faster (but shouldn't be able to overrunfly charging rant) and with limited fly time (but with slow auto-restore everywhere). It'd make it much more useful for "normal" players than it is now (you can reach "jetpack-only" area faster), it would remove jetcamp (which is annoying, even if you try to ignore jetards) and will be really fun to use (I <3 jetpack in worms).

Why you want to keep lisk ret grabbing against new rets? Now even :granger: can eat :turret:
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David

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Re: 1.2 Gameplay Changes
« Reply #48 on: September 16, 2009, 08:54:40 pm »
And what admin server system is in 1.2? Something like in lakitu qvm?
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)
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Meisseli

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Re: 1.2 Gameplay Changes
« Reply #49 on: September 16, 2009, 09:00:02 pm »
Will you make dodge be used with a double-tap (A-A etc.) ? Would make a lot more sense.
Will there be a cvar to make sprint a toggle, or do I do it with scripts? Too used to 1.1 style...

Hovel - good, alien regen could be bigger without creep and basilisk wouldn't have to be your boring medic/forced teamplay :)
Jetpack has always been the least of your worries: easy to avoid/bring down (unless you're an exceptional jettard ;)).

Helix.

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Re: 1.2 Gameplay Changes
« Reply #50 on: September 16, 2009, 09:05:41 pm »
Hovel = 1.1 DC for Aliens?


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David

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Re: 1.2 Gameplay Changes
« Reply #51 on: September 16, 2009, 09:10:00 pm »
AFAIK the double tap thing isn't really doable with the way the input system works.  Also I hate those systems, always accidentally jump off things when trying to dodge stuff.
You can probably emulate it using wait etc, although it may get funky with wanting normal movement to work too.

For sprint you probably have to script it. What happens if you drop the +?  In hl that makes it a toggle, not sure what q3 does.
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Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #52 on: September 16, 2009, 10:42:28 pm »
Why was removed basilisk turret grabbing?
Basilisks are not suited for attacking bases, so it was largely pointless even in 1.1, and the changes made to turrets in 1.2 make it even less useful (it wasn't necessary for destroying lone turrets, and against multiple turrets it wouldn't save you against their longer sense range and faster turning).

benmachine

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Re: 1.2 Gameplay Changes
« Reply #53 on: September 17, 2009, 12:59:40 am »
Not so much a gameplay change as it is a bugfix; Do spectators still violently teleport through func_doors?
yes
I don't suppose that could be changed?

I'm in favour of changing it but I haven't yet worked out a nice way of doing so. Allowing specs to pass through door entities risks breaking existing maps.

ref. https://bugzilla.icculus.org/show_bug.cgi?id=2757
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rotacak

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Re: 1.2 Gameplay Changes
« Reply #54 on: September 17, 2009, 01:06:23 am »
I think jetpack issue was already discussed - Norfenstein said that he didn't want so radical changes in 1.2
I know, I readed it. But I only trying say this: jetpack is ok, I don't want to change it. But is really pitty that we cannot make maps with open area (towns, hills...). That is reason why I will be glad if map makers can use something like "jetpack_limit = 1" in gtk radiant and then in their maps will be jetpack for one time use. You can fly one minute and then end (for example). And when map maker will make big open map, he can choose if he want jetpack limit or no.
If you give this ability to server owners (g_jetpack_limit) then they will use it on 90% servers and jetpack will be unusable thing.
I can make this change on my server but then that map will be playable again only on my server and nobody else will make other open map, because ... it will be playable only on my server.

Why you want to keep lisk ret grabbing against new rets? Now even :granger: can eat :turret:
Because I discovered this ability about two months ago :) From source code. I like that tremulous have many small interesing things, like basi turret grab or helmet negation while crouching (maybe bug, but interesing). If you remove it (including hovel - useless, yes, but funny thing) then tremulous losing his variability.

About hovel - my opinion is if it is useless building, then make from it usable building. Instead of remove it. It is funny when granger will jump into hovel :granger: And now will be homeless :'(

Plague Bringer

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Re: 1.2 Gameplay Changes
« Reply #55 on: September 17, 2009, 02:20:46 am »
We can set playerclip boundaries. There should be a way to make clipping clipping that effects only humans or aliens, like nobuild zones can.
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Gamee

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Re: 1.2 Gameplay Changes
« Reply #56 on: September 17, 2009, 02:52:28 am »
Can you still evade a basilisk's grab with a jetpack?

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Re: 1.2 Gameplay Changes
« Reply #57 on: September 17, 2009, 03:29:42 am »
Hm, come to think of it, it would be really awesome to give basis a kind of slight chameleon-like, blending-in power.  (or as was suggested before, texture it with atcs textures. :D)
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Paradox

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Re: 1.2 Gameplay Changes
« Reply #58 on: September 17, 2009, 05:00:24 am »
Your face, ever play TremX?

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Re: 1.2 Gameplay Changes
« Reply #59 on: September 17, 2009, 05:50:09 am »
that's sort of what I mean, but not completely invisible, more like a camouflage effect.
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