Author Topic: Unpause vote and grenade alterations.  (Read 16449 times)

kharnov

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Unpause vote and grenade alterations.
« on: January 10, 2011, 04:36:37 am »
Okay. Two things:

/callvote unpause: Pause has been a useful command when dealing with basenaders, but I think we have to take into account that sometimes someone is going to suddenly find their internet crap out, or even their computers. That someone might be an L4.

Grenade charge bar: This could either have one of two effects, and would look just like the dragoon or lucifer cannon's charge bars. I assume it'd work by holding down the key you activate the grenade with.
  • "Cook" your grenade by pulling the pin out and holding it. The charge bar would show how close it is to blowing. This way, you could wait behind a corner, pull the pin out, and wait a few seconds before chucking it. Would be great for those times you know a tyrant has been walking around, and that red blip in your radar is right on the other side of a door.
  • Throw the grenade further. The longer you charge it up, the further it'll go. This might not always be a good idea, since you might have it recoil onto you or the guys that have been following you around. It would really help when the aliens have made a base in an elevated location, and you can't use your jetpack to get up there because the tubes and hives keep throwing you down.

Mustard

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Re: Unpause vote and grenade alterations.
« Reply #1 on: January 10, 2011, 04:42:15 am »
I agree with /callvote unpause, and think the nade adjustment could work well with further tweaks. :D

A Spork

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Re: Unpause vote and grenade alterations.
« Reply #2 on: January 10, 2011, 06:08:14 am »
Being able to actually throw nades would be nice.
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ZeroKnight

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Re: Unpause vote and grenade alterations.
« Reply #3 on: January 10, 2011, 06:46:53 am »
I like the grenade idea. Both cooking and power are great ideas, but it might be a challenge to implement both a "power charge" and a cook at the same time. The idea being the longer you hold the grenade back, the farther it goes...but that would get in the way of cooking.

jm82792

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Re: Unpause vote and grenade alterations.
« Reply #4 on: January 10, 2011, 07:05:48 am »
Love the timed nade feature
Have it so when you release the button it gets tossed,
the longer you hold the less time you get before it blows.
Trem may need a balance change if implemented.


Dracone

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Re: Unpause vote and grenade alterations.
« Reply #5 on: January 10, 2011, 08:43:04 am »
I know you overheard me talking about how I wanted the game to get rewound a bit so it was back to being more skill based for individuals, Kharnov, but something like this grenade idea is too much. People will take too much advantage of it. Also consider that there are blind spots on the maps that I'm pretty sure are impossible to get rid of. People could find these, hide around them with one guy keeping watch. Group of aliens starts down a hall, signal to start cooking nades from the guy watching. They turn the corner and boom, every alien dies. Not to mention all the other things they could do with nade abilities like these.

The new luci is ridiculous enough in that most, if not all alien players, cannot hear the incoming luci shot from far away enough that they could avoid it in time after turning a corner, not to mention blind spots. Not going to complain really about that, but let's just say we don't need to go overkill with things like this.
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CorSair

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Re: Unpause vote and grenade alterations.
« Reply #6 on: January 10, 2011, 01:46:57 pm »
To /callvote unpause - reasonable idea to add.

But what comes to Grenade...

I echo with Dracone on this matter, and this could also mean lots of phase tweaking (and I am having enough of them, especially when 1.2 is nearly finished.)
To simple solution to this grenade matter: Rename it.
Quote from: Wikipedia
A grenade is a small explosive device that is projected a safe distance away by its user.
And yes, it bounces off from walls, but it is short range explosive device. I say we name it Pipebomb or such. Any other name fits for me too.

I don't discard this idea. But it doesn't fit for this moment now.

Qrntz

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Re: Unpause vote and grenade alterations.
« Reply #7 on: January 10, 2011, 01:51:51 pm »
Hrm, what about our Molotov Cocktails?

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ZeroKnight

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Re: Unpause vote and grenade alterations.
« Reply #8 on: January 10, 2011, 02:22:04 pm »
@dracone

A constructive counter-point to that would be to have a single or small group of aliens kill the spotters. Then they wouldn't be able to relay when to start cooking. Or just run up to the corner or doorway or what have you, and just fake them out, back up quickly or something.
What you mentioned as overkill is just a strategy. Aliens just have to develop a counter-strategy.

Just a constructive point. I haven't played in a while, so I don't remember too much about the physics and character limitations, etc.
So maybe it is overkill, maybe it isn't.

Saliva

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Re: Unpause vote and grenade alterations.
« Reply #9 on: January 10, 2011, 02:35:25 pm »
The grenade change would make nades more interesting but they would be too powerful I'm afraid. They would be very hard to avoid if people keep cooking them and then throwing at last second. They would be especially bad while aliens are defending because the alien base is often full of aliens and humans keep spamming unavoidable nades.

David

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Re: Unpause vote and grenade alterations.
« Reply #10 on: January 10, 2011, 02:52:02 pm »
I play day of defeat a bit, and it has cookable grenades.  It's not uncommon for people to throw grenades blind across the whole map timed perfectly.  The grenades are lots of fun, but annoying for those of us without the skills.

TF2's biggest change was the removal of grenades, purely for that reason, weapons with that much power and that steep a learning curve just aren't fun for the majority of players.  As a fan of TF the loss of grenades annoyed me, but from a game design perspective it makes perfect sense.
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Tremulant

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Re: Unpause vote and grenade alterations.
« Reply #11 on: January 10, 2011, 04:48:40 pm »
Unpause sounds good, maybe double or even tripple the length of a normal vote though, so that idiots spamming it wont get in the way of the admin sorting out the issue at hand so easily.

But what comes to Grenade...

I echo with Dracone on this matter, and this could also mean lots of phase tweaking (and I am having enough of them, especially when 1.2 is nearly finished.)
To simple solution to this grenade matter: Rename it.
Quote from: Wikipedia
A grenade is a small explosive device that is projected a safe distance away by its user.
And yes, it bounces off from walls, but it is short range explosive device. I say we name it Pipebomb or such. Any other name fits for me too.
How does renaming the thing make any difference?
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Meisseli

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Re: Unpause vote and grenade alterations.
« Reply #12 on: January 10, 2011, 06:47:16 pm »
I can only see the vote be very much annoying and abusable... and pausing happens so rarely anyways.

Nade - no. It'd be like a new "luci". Simply too powerful.

David

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Re: Unpause vote and grenade alterations.
« Reply #13 on: January 10, 2011, 06:52:44 pm »
Could just say it's auto unpaused when everyone with /unpause quit.

Also IMO unpause should always have a 3 second count down or whatever, so it doesn't take you by surprise when it happens mid-fight or whatever.
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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.

Lecavalier

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Re: Unpause vote and grenade alterations.
« Reply #14 on: January 10, 2011, 06:58:38 pm »
Okay. Two things:

/callvote unpause: Pause has been a useful command when dealing with basenaders, but I think we have to take into account that sometimes someone is going to suddenly find their internet crap out, or even their computers. That someone might be an L4.

One time, back in the old 1.1 days, I connected to D*S to find that the game was paused. The only problem was that there was no L4 on to  unpause it, because that admin had disconnected for whatever reason. Everybody was stuck and we had to wait for an admin to join and save us.

Grenade charge bar: This could either have one of two effects, and would look just like the dragoon or lucifer cannon's charge bars. I assume it'd work by holding down the key you activate the grenade with.
  • "Cook" your grenade by pulling the pin out and holding it. The charge bar would show how close it is to blowing. This way, you could wait behind a corner, pull the pin out, and wait a few seconds before chucking it. Would be great for those times you know a tyrant has been walking around, and that red blip in your radar is right on the other side of a door.
  • Throw the grenade further. The longer you charge it up, the further it'll go. This might not always be a good idea, since you might have it recoil onto you or the guys that have been following you around. It would really help when the aliens have made a base in an elevated location, and you can't use your jetpack to get up there because the tubes and hives keep throwing you down.
I like this "cooking" idea, but it may be a bit too overpowered. If there is going to be another phase anyways, it may be something to at least consider. Otherwise, don't even bother.
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swamp-cecil

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Re: Unpause vote and grenade alterations.
« Reply #15 on: January 10, 2011, 09:44:08 pm »
the thing with nades is that if you throw it, it can destroy a base. Throw it where the OM is in ATCS everthing in that area will die/take damage
these are stupid suggestions, don't even waste our time.
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Kiwi

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Re: Unpause vote and grenade alterations.
« Reply #16 on: January 10, 2011, 11:00:30 pm »
The grenade changes would make the nade very overpowered (for the current price of the grenade).  Making the grenade cost 800 creds and be throw-able would be more manageable, and neat to see.  Cooking grenades would make them too strong (not much to do about this, unless you weaken them - which is a bad idea imho).

A unpause vote is a good idea, but the game should have to be paused for at least 3 min (or such) before it can be called.  Many times, admins are surfing through buildlogs or banning players and don't have time to /cancelvote.  The vote should also only be able to be called 1 min after the previous vote (otherwise players could spam the vote and keep the problem from being fixed).  Good idea though.

F50

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Re: Unpause vote and grenade alterations.
« Reply #17 on: January 10, 2011, 11:34:17 pm »
I would love to see the grenade as a mod, but there would be rather serious balance issues with something like this. Perhaps halving both the grenade's damage and cost along with this...
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Celestial_Rage

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Re: Unpause vote and grenade alterations.
« Reply #18 on: January 11, 2011, 12:07:50 am »
This is a bit of a stretch, but if you can throw grenades, aliens should be able to hit them back.
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Lecavalier

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Re: Unpause vote and grenade alterations.
« Reply #19 on: January 11, 2011, 12:12:41 am »
Or even a teammate could throw it if it lands at your feet or in your base?
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SlackerLinux

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Re: Unpause vote and grenade alterations.
« Reply #20 on: January 11, 2011, 01:37:56 am »
Also IMO unpause should always have a 3 second count down or whatever, so it doesn't take you by surprise when it happens mid-fight or whatever.

i agree also couldn't pause have a maxtime of say 2mins its for fixing decons i think that would be plenty
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Pazuzu

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Re: Unpause vote and grenade alterations.
« Reply #21 on: January 12, 2011, 02:56:42 am »
An unpause vote seemed like a bad idea at first (voting abuse!), but I like your rationale, and I agree with lengthening the vote period to cut down on vote spam.

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

JOURNEYMAN

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Re: Unpause vote and grenade alterations.
« Reply #22 on: January 12, 2011, 03:40:31 pm »
Giving aliens an ability to throw back or kick back the grenade off to safe distance would be nice.
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Tremulant

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Re: Unpause vote and grenade alterations.
« Reply #23 on: January 12, 2011, 05:09:12 pm »
Giving aliens an ability to throw back or kick back the grenade off to safe distance would be nice.
Put an alien between the human and the base, nades bounce off aliens rather well, isn't that enough?
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CorSair

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Re: Unpause vote and grenade alterations.
« Reply #24 on: January 14, 2011, 07:04:40 pm »
How does renaming the thing make any difference?

Maybe it does, maybe not.

Some newbies could just mistaken that grenade can fly quite far, but see that they only drop few meters away from you. Thus, the name change. And other reason is, that it is too expensive to be grenade, but wouldn't fly a flag because of it.


Giving aliens an ability to throw back or kick back the grenade off to safe distance would be nice.
Give a dretch ability to pick up grenade? It could be fun to see, when nade comes back to thrower! :laugh:

F50

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Re: Unpause vote and grenade alterations.
« Reply #25 on: January 15, 2011, 04:27:57 am »
Also IMO unpause should always have a 3 second count down or whatever, so it doesn't take you by surprise when it happens mid-fight or whatever.

i agree also couldn't pause have a maxtime of say 2mins its for fixing decons i think that would be plenty

This would be better than votes. Much better. And I love the idea of a suicide dretch (it pays for the nade, mostly).
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Lakitu7

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Re: Unpause vote and grenade alterations.
« Reply #26 on: January 16, 2011, 09:37:58 pm »
I'm putting a max pause time of 2 minutes.

The grenade thing is norf's domain.

KillerWhale

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Re: Unpause vote and grenade alterations.
« Reply #27 on: January 17, 2011, 04:48:39 am »
As long as pause is being altered, can you make it so grenades explode while the game is paused again?

I used to use this to prevent basenades, but it doesn't work anymore.

Lakitu7

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Re: Unpause vote and grenade alterations.
« Reply #28 on: January 17, 2011, 05:14:49 am »
Grenades are cleaned up when someone leaves a team, so if you putteam or kick/ban the grenadier while paused, I believe you would similarly prevent the explosion (though I admit I have not tried this).

KillerWhale

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Re: Unpause vote and grenade alterations.
« Reply #29 on: January 17, 2011, 09:51:06 pm »
Yes, that works, but it requires figuring out who threw the nade. :P