Author Topic: Yet another 1.2 suggestion thread  (Read 9257 times)

Conzul

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Yet another 1.2 suggestion thread
« on: December 11, 2009, 07:05:57 pm »
Aliens:

     Give booster a 'lubrication' effect. Allows larger aliens to slip past eachother better in tight corridors.
     Increase egg build rate, to counteract new human repeater bases.
     Return Tyrant to original potency (400HP, faster slash), make cost 9 evos.


Humans:

     Nerf or increase cost of the following: Lucifer cannon, Pulse Rifle, Lasgun.
     Armory is full of ammo/explosives, make it do large area damage on explode.
     New Grenade (s1) 'FlashBang', does no damage but blinds aliens for a brief time. Their screen goes white, then fades back.
     New class, 'Support'. Carries supply packages and APMs as primary and secondary fire. Will give human raid groups more longevity/help stop camping.
     Supply package powerup is thrown at friendly troops, giving them EITHER 50HP OR half-refill ammo, depending on what they need more. Carry 4.
     Anti-Personnel-Mine, carry one or two, act just like the thrown mines from F.E.A.R. Dretches do not trigger due to minimal weight.
     Due to weapon nerfing or cost increase, make armor more effective (or add medium armor).

Dream Changes, maybe later edition:

     New Alien, Adv.Dretch (30HP, same all else), has small folding, moth-like wings, can fly for brief periods of time. This @s3, and replaces s1 Dretch.
     New Option by team vote, 'Stall Enemy team'. Instead of your kills going to advancing your team, you can allocate them to REDUCING the stage progress of enemy
     team. However, once at s2 or s3, cannot be knocked back by a level. This accomplished by an open, untimed teamvote.

Am remiss, thank you (Dev team) for the work that you have done. It's cool to have a 1.2 at all, many cool features. Thanks much!
« Last Edit: December 11, 2009, 07:11:17 pm by Conzul »

ziplocpeople

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Re: Yet another 1.2 suggestion thread
« Reply #1 on: December 22, 2009, 06:31:34 am »
Aliens:

     Give booster a 'lubrication' effect. Allows larger aliens to slip past eachother better in tight corridors.
     Increase egg build rate, to counteract new human repeater bases.
     Return Tyrant to original potency (400HP, faster slash), make cost 9 evos.


Humans:

     Nerf or increase cost of the following: Lucifer cannon, Pulse Rifle, Lasgun.
     Armory is full of ammo/explosives, make it do large area damage on explode.
     New Grenade (s1) 'FlashBang', does no damage but blinds aliens for a brief time. Their screen goes white, then fades back.
     New class, 'Support'. Carries supply packages and APMs as primary and secondary fire. Will give human raid groups more longevity/help stop camping.
     Supply package powerup is thrown at friendly troops, giving them EITHER 50HP OR half-refill ammo, depending on what they need more. Carry 4.
     Anti-Personnel-Mine, carry one or two, act just like the thrown mines from F.E.A.R. Dretches do not trigger due to minimal weight.
     Due to weapon nerfing or cost increase, make armor more effective (or add medium armor).

Dream Changes, maybe later edition:

     New Alien, Adv.Dretch (30HP, same all else), has small folding, moth-like wings, can fly for brief periods of time. This @s3, and replaces s1 Dretch.
     New Option by team vote, 'Stall Enemy team'. Instead of your kills going to advancing your team, you can allocate them to REDUCING the stage progress of enemy
     team. However, once at s2 or s3, cannot be knocked back by a level. This accomplished by an open, untimed teamvote.

Am remiss, thank you (Dev team) for the work that you have done. It's cool to have a 1.2 at all, many cool features. Thanks much!

My opinion:
Booster lube- hot (but is it possible?)
eggs- dunno
rant- ew
nerf/^cost- The only thing I don't like about the new 1.2 energy weapons is that 5 md shots kill a goon ;_;
Armory- Sure, why not
Flashbang- Good luck convincing the devs to make it.
support- what?
Supply pack- Humans are buffed enough
Mine: No thanks, and also too abuseable, plus the problem of humans stepping on it, and what should happen (nothing would make for good gameplay-- minecamp, blowing them up would make minespam suck, and aliens have enough problems with their new healing rate)
Medium armor- Cost and protection = what? And do helms work with it-- or does it offer protection of its own.

Dream Changes:
Adv-Dretch: Problem, your idea for one would buff aliens too much when they're poor at s3-- Prehaps it could be listed on the spawn screen, but telling you it costs say 1 evo.
Teamvote idea: Interesting, but on most servers votes are limited.
================
If you really want to see some new stuff, go check out KoRx-- It's a pretty cool mod, but I get 150 ping there and it's lagged... They have lots of interesting (and sometimes annoying) features. However their devs seem more open to big changes, like adding weapons/aliens-- I just wish there was a us server.
--On another note, the KoRx has a battlegranger class, which I enjoy.-- also, I like lots of their texture changes.
===
But this is just my opinion-- I'm sure 2.0 will have major (as in more than just balance tweaks) changes, if it ever comes out that is.


Also. I want Semi-Colin's re-implemented.
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KamikOzzy

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Re: Yet another 1.2 suggestion thread
« Reply #2 on: December 22, 2009, 07:17:38 am »
Give booster a 'lubrication' effect. Allows larger aliens to slip past eachother better in tight corridors.

Made this thread worth opening. Awesome.
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AppleJuice

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Re: Yet another 1.2 suggestion thread
« Reply #3 on: December 22, 2009, 03:32:27 pm »
Give booster a 'lubrication' effect. Allows larger aliens to slip past eachother better in tight corridors.

Made this thread worth opening. Awesome.

I might not agree with your other suggestions (@Conzul), but +1, that idea seems pretty awesome.
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Conzul

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Re: Yet another 1.2 suggestion thread
« Reply #4 on: December 22, 2009, 06:56:46 pm »
Yeah, guess some of those sugg's are outlandish, it just - I only ever play as aliens. Near and dear to meh, tired of being a human in every other game in existence, w/e. So their nerfing in 1.2 hurts my psyche. I have not the slightest inclination to play as human, that's why I was trying to add some things to that team to make it interesting enough to to be worth playing (flashbang, support class). Anyhow, now that I look at my old suggestions, I'll remove all of them but these: (and add one or 2)

->    Booster Lube
->    Tyrant
Aliens are all about buffs, soooo, how a bout a 'rage buff' like from SW:Battlefront2. Give it to rant, temporarily increases damage of aliens in radius.
->    Rage Buff
->    Dart Gun, makes aliens groggy and slow, could be carried by mah mythical support class.

Thanks for your honest opinions, ziplocpeople, but I disagree with you on some points:

Humans are NOT buffed enough. That's why they sit in their base and shoot out the exits all they time. Completely UN-inspired. That's why I never play them, no one will go out and rush with me. Aliens have more mobile buffs than humans (like old rant or new basi). The alien team is naturally mobile, but 1.2 works to sedate them (creep regen, low individual regen, larger alien movement slowdown). The human team is naturally sedentary, 1.2 works to mobilize them (dodge, repeaters). This is fine with me, but if you (devs) are working on a new dynamic like this, make sure to fulfill it everywhere. A support package would help stop human camping, one of the biggest banes of tremulous. Yeah, the mines were a bad idea. Gone.
« Last Edit: December 23, 2009, 06:01:21 pm by Conzul »

UniqPhoeniX

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Re: Yet another 1.2 suggestion thread
« Reply #5 on: December 24, 2009, 09:55:47 am »
Problem with camp is that it's possible to delay a long time without losing, not that a team is not good enough.

Conzul

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Re: Yet another 1.2 suggestion thread
« Reply #6 on: December 30, 2009, 05:22:47 pm »
Wanted to ask this for awhile - why [the devil] can't we build the om upside-down? Like on a ceiling?

Plague Bringer

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Re: Yet another 1.2 suggestion thread
« Reply #7 on: December 30, 2009, 05:59:14 pm »
Wanted to ask this for awhile - why [the devil] can't we build the om upside-down? Like on a ceiling?
Because that would look stupid.
I think the OM should be a large testicle like creature that looks good on the ground OR on the ceiling.
I mean, come on; that'd be cool.
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KillerWhale

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Re: Yet another 1.2 suggestion thread
« Reply #8 on: December 30, 2009, 06:14:22 pm »
If I recall correctly, you can't go about building most things on walls/ceilings because of how incredibly glitchy they become.

As much as I hate to say it, you can see implementation of being able to build OMs on ceilings at the X server.

Also, lubrication is a win idea, but could be tough on prediction.

Plague Bringer

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Re: Yet another 1.2 suggestion thread
« Reply #9 on: December 30, 2009, 06:21:52 pm »
If I recall correctly, you can't go about building most things on walls/ceilings because of how incredibly glitchy they become.
If the bbox is cube, it'll build perfectly anywhere. If it's a rectangle, it'll work only on the ceiling and floor (as bboxes don't rotate).
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Conzul

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Re: Yet another 1.2 suggestion thread
« Reply #10 on: December 30, 2009, 06:42:30 pm »
If I recall correctly, you can't go about building most things on walls/ceilings because of how incredibly glitchy they become.

As much as I hate to say it, you can see implementation of being able to build OMs on ceilings at the X server.

Also, lubrication is a win idea, but could be tough on prediction.

Glitchy? you can build eggs, tubes, trappers, hives, w/e on ceiling, but not om? Doesn't make sense...

kevlarman

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Re: Yet another 1.2 suggestion thread
« Reply #11 on: December 30, 2009, 06:44:36 pm »
eggs trappers hives and tubes are cubic in shape, the overmind isn't.
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Demolution

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Re: Yet another 1.2 suggestion thread
« Reply #12 on: December 30, 2009, 06:58:24 pm »
If the bbox is cube, it'll build perfectly anywhere. If it's a rectangle, it'll work only on the ceiling and floor (as bboxes don't rotate).

But what if they could be rotated? Imagine this with a ckit: you click to place a turret, and the green model shows up. After you place it somewhere on the map, you get to choose how you want to rotate the buildable (i.e. you have a second build phase). If you just want to place the buildable as it is, you can just click the mouse twice, and be done with it.
Now, this seems useless with some buildings, (i.e. Reactor, eggs, acid tubes), but for buildings such as the armory and the Overmind, this could be useful.

Just an idea of course...

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gimhael

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Re: Yet another 1.2 suggestion thread
« Reply #13 on: December 30, 2009, 07:29:59 pm »
All buildings in Tremulous have a quadratic base, so it doesn't matter in which direction you turn your armoury.

Conzul

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Re: Yet another 1.2 suggestion thread
« Reply #14 on: December 30, 2009, 07:30:08 pm »
Damn, guess this is a bit over my head. Gotta look at some guides.

Plague Bringer

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Re: Yet another 1.2 suggestion thread
« Reply #15 on: December 30, 2009, 08:11:35 pm »
If the bbox is cube, it'll build perfectly anywhere. If it's a rectangle, it'll work only on the ceiling and floor (as bboxes don't rotate).

But what if they could be rotated? Imagine this with a ckit: you click to place a turret, and the green model shows up. After you place it somewhere on the map, you get to choose how you want to rotate the buildable (i.e. you have a second build phase). If you just want to place the buildable as it is, you can just click the mouse twice, and be done with it.
Now, this seems useless with some buildings, (i.e. Reactor, eggs, acid tubes), but for buildings such as the armory and the Overmind, this could be useful.

Just an idea of course...
That'd be useful for 'rets, and, of course, if bboxes could rotate, the armory, but there's something about the engine that disallows it. The model, of course, can rotate, but the x and y of the bounding box are always perpendicular to the x and y of the map (if that makes sense). It'd make an interesting gameplay mechanic, though, if someone implemented a (hacky, even) way to have not-square bases.

Personally, I'd make it so pressing and holding a key (it'd probably be rmb since that's not used for anything anymore) would put you into "rotate mode" so you could rotate before hardplacing your buildable.

tldr; is it possible to impliment a system that allows bboxes to rotate on their z-axis (left and right)?
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David

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Re: Yet another 1.2 suggestion thread
« Reply #16 on: December 30, 2009, 08:20:41 pm »
The current AABB (axis-aligned bounding boxes) system was created for performance reasons, q3 is 10 years old and computers weren't as powerful back then.  That reason probably isn't as important now, although saying that I have no idea what kind of impact changing it would have.

But that's all irrelevant, as changing it would require massive amounts of work and probably rewriting lots and lots and you may as well just "port" tremulous to a newer engine.
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Plague Bringer

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Re: Yet another 1.2 suggestion thread
« Reply #17 on: December 30, 2009, 08:37:20 pm »
The current AABB (axis-aligned bounding boxes) system was created for performance reasons, q3 is 10 years old and computers weren't as powerful back then.  That reason probably isn't as important now, although saying that I have no idea what kind of impact changing it would have.

But that's all irrelevant, as changing it would require massive amounts of work and probably rewriting lots and lots and you may as well just "port" tremulous to a newer engine.
I was actually thinking about Source (no flames pls) in the shower. Just curious, David, do you (actually) know just how much work it'd take (I certainly don't), or are you just guessing (not to disregard your guesses; you're [mostly] a relatively knowledgeable guy)?
« Last Edit: December 30, 2009, 08:52:48 pm by Plague Bringer »
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David

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Re: Yet another 1.2 suggestion thread
« Reply #18 on: December 30, 2009, 08:48:21 pm »
Mostly guessing.  But it's going to spread into most parts of the engine, so hard.
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.