Author Topic: Builders in 1.2  (Read 16103 times)

kevlarman

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Re: Builders in 1.2
« Reply #30 on: December 27, 2009, 10:25:19 pm »
I also noticed that buildings cannot be removed anymore. They are now marked for removal and they are instantly removed when something else is built. This is also good and bad in some situations:
And something that happened in a game today: Player 1 marked the entire base to move into another place. Before the move took place Player 2 built an additional turret. BPs were taken from the reactor which got removed. Result: Base down, everyone confused. Nobody in a proper place to build a new reactor. Game lost a minute later.
that's impossible for about 3 different reasons
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To make the game a liitle bit more noob-resistant, reactors should be only removed when a new one is built. They should never be removed for turrets, telenodes, .... this just does not make any sense and the game could support the players in not allowing them to do such suicidal stuff.
this already happens.
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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Winnie the Pooh

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Re: Builders in 1.2
« Reply #31 on: December 28, 2009, 12:31:40 am »
The biggest problem I've had is when you have misbuilt something - such as an acid tube that blocks - and you need to get rid of it yet you have remaining bp. You have to use up all your bp and only then can you mark decon the tube.

So I think that things that are marked should be deconned first before any free bp is taken. After all, they are marked for a reason.
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I also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

SlackerLinux

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Re: Builders in 1.2
« Reply #32 on: December 28, 2009, 01:19:42 am »
The biggest problem I've had is when you have misbuilt something - such as an acid tube that blocks - and you need to get rid of it yet you have remaining bp. You have to use up all your bp and only then can you mark decon the tube.

So I think that things that are marked should be deconned first before any free bp is taken. After all, they are marked for a reason.

fixed in slackersQVM 1.1 ill prob port that change over to 1.2 too
Slackware64 13.1
SlackersQVM/

Winnie the Pooh

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Re: Builders in 1.2
« Reply #33 on: December 28, 2009, 07:24:34 am »
fixed in slackersQVM 1.1 ill prob port that change over to 1.2 too

Cool, but I'd like it to be in the official release =/
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I also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

SlackerLinux

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Re: Builders in 1.2
« Reply #34 on: December 28, 2009, 07:42:11 am »
fixed in slackersQVM 1.1 ill prob port that change over to 1.2 too

Cool, but I'd like it to be in the official release =/

there's alot of things that we want in the official release and like the rest of it prob wont make it there.

would be nice to have more 1.1 style mark decon system. maybe you could code a toggle switch on mark decon so you use 1 key to mark/unmark/decon and another to switch between mark/unmark behavior and decon behavior with a nice UI thing telling you what mode your in.
Slackware64 13.1
SlackersQVM/

Winnie the Pooh

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Re: Builders in 1.2
« Reply #35 on: December 28, 2009, 06:22:32 pm »
Or we could just create a 'hold' button that will force decon something if you hold the mark/unmark button while looking at something, and just not make it apply to the rc/nodes.
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I also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

BooT

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Re: Builders in 1.2
« Reply #36 on: December 28, 2009, 10:31:57 pm »
Also, when you've built something that's just not exactly where you want it, but it covers a little of where you want to build, you have to mark the one blocking, build it somewhere else to use bp the finally build it in the right place.
If thats the last bp, then you have to wait for it to finish, then mark it then move.

Takes waaayy too much time. I liek the idea of 2 commands.

UniqPhoeniX

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Re: Builders in 1.2
« Reply #37 on: December 29, 2009, 01:50:59 am »
Also, when you've built something that's just not exactly where you want it, but it covers a little of where you want to build, you have to mark the one blocking, build it somewhere else to use bp the finally build it in the right place.
If thats the last bp, then you have to wait for it to finish, then mark it then move.

Takes waaayy too much time. I liek the idea of 2 commands.
No, you can build in place of marked buildables, and they will get removed as you place the new one.