Author Topic: the holy grail of suggestions. maybe.  (Read 9200 times)

killjoy

  • Posts: 17
  • Turrets: +0/-0
the holy grail of suggestions. maybe.
« on: August 17, 2006, 02:20:12 am »
here are some things i want to see in trem... some will spark more debate than others and some are for fun.

****************i was thinking that all the ones in gameplay could be turned on and off through commands that the server
operator cuold use. this way every server could tweak the gameplay depending on how skilled the players are there.******

prepare for the most massive post. ever.

enjoy.

Map design:
     - Howbout some CURVED hallways for once? instead of literally every turn being 90 degrees. every map is pretty much
   a linear 2 dimensional level with hills and cliffs every so often. its just a hall.. 90 degree turn.. hall.. etc.
     - a city map. like the 2nd or 3rd level in halo 2. that would be awesome. people could look at maps from counterstrike
   for inspiration.
     - a jungle map.. there could be caves for halls, and outside areas with trees to keep the level in the open, as one big
   room, but trees to block spam fire.
     i know all the new maps would require making new textures.. but hell, it has to be done sometime. i'm tired of
     all the maps being inside... the humans in an abandoned base or facility infested with aliens ... it's all the same.
     - more hiding spots for aliens and humans. make little holes in the wall and stuff and general places where things
   can hide. dretches are limited to above a door on the wall.. pretty predictable.
     - better starting places for both teams.. i think this would be good since on the server i play on the first 10 minutes
   of every map is spent deconning and building. if humans and aliens had bases with all the bp already spent in
   LOGICAL places then people could get to playing faster.
     - all doors should be instant to open. im tired of doors like the ones on tremor that take forever and a day to open,
   by the time you get them open you are hit by turrets or have an alien jump out at you, and it also makes fleeing
   a lot harder

gameplay:
   i know a lot of people complain about the game being unbalanced blah blah blah and others are like 'im 1337 at
   this game and you think it isnt balanced since you suck blah blah'. BUT. take this into consideration:
   in most games (where most players are newbies) the game is balanced. cool. this is because any less experienced
   aliens dont really know how to headshot and any less experienced humans know how to aim or dodge. but.. in games
   with very experienced players, who know what they are doing, the gameplay is unbalanced. all humans have to do
   to ensure victory is to travel in packs. i'm seeing this done more and more frequently. think about how linear most
   maps are. now think about running down a hallway with 5 or more humans all together shooting at you. now think
   about trying to kill a human (hey, they are good at dodging now too). ok so you killed a human. now you have to
   haul ass out of the hallway with a herd of humans following you sprinting while firing instant-hit non-reloading
   weapons. not happening. once humans do this to get to s2, they will go in your base and snipe your structures with
   pulses. game over, next map. even if aliens team up humans will usually still win. this is because one alien
   will get low on hp and try to run and block the other aliens and then in that time another alien gets low or the
   other dies and it just doesnt work out well.

     - these might not need to be considered as seriously as map design, since better maps would help balance the game.

     - give aliens max of 10 or 11 evo points. a tyrant costs 5 evo, or 55.55% of an aliens max evo, but bsuit + luci is only
   50%. it's a minor difference in percent but it's the diffrence between a tyrant and not a tyrant.

     - i just thought of this now: instead of giving humans armor that they HAVE to get (like light -> light+helmet -> bs)
   why not give them options as they stage up. like at s2 they can get light+h combo that has less armor than regular
   light+h but allows the user to run a little faster. or maybe a weaker version of the bsuit. those are just suits
   i thought up, im sure better ones could be figured out.

     - new/replacement alien base defense: barb shooter. i thought of this when thinking of the needler in halo.
   if you shoot the barb shooter, it shoots a homing barb at you and wont stop shooting until you stop hitting it
   for a set time (like 3 seconds or something). the barbs would be infinite range.. since human guns are infinite range
   . but the barb would be useless if it only shot at people when it was shot itself.. so maybe make them shoot at humans
   after they 'awaken'. like the human would have to be in range (and not hitting the barb shooter) for a few seconds
   then it would wake up and start shooting barbs. also, the barb shooter's natural color has to be brown, and when it wakes up or becomes active it turns orange. because that would look cool.

     - to prevent camping: dont get free creds while in the range of the reactor's power. this includes repeators. i guess
   humans could stand just out of the range of the reactor with a turreet behind them, but hey, it's a start.
   maybe not in the range of the reactor AND the turret's range. i dunno. something like that.

     - i was thinking about how people weapon spam and how there is no real counter against it, then a few ideas came to my
   head. the main thing people think is that if a weapon's bullets are slow then that means they should spam it and get
   lucky. weapons with slow bullets should be used at medium/close range. if you get good at dodging you can own tyrants
   or dragoons with a pulse or luci because they cant dodge the shots when they get up close. luci and pulse are NOT
   long range weapons!!! pulse maybe. not luci. the damage of a las gun could be reduced to 8 instead of 9. currently
   when you think about the las gun's stats they are pretty impressive: no reload. max 300 rounds. instant hit. good
   damage. good rate of fire. its almost as good as a pulse if it fired a little faster. you could fix the luci spam
   'glitch' or whtever its called. where someone can spam a 3 charge (which does 100 damage) faster than the rmb fire.
   in addition you could make more realistic charge settings, like 1=25, 2=40, 3=60, 4=80, 5=105, 6=140, 7=180, 8=200,
   9= 220, 10=250. something like that. it doesnt take long to charge a luci to 10. you could also make the charges
   fire slower if they are charged more, while less charged shots would move faster and higher charged shots move slower.
   
   also, you could give a small price for buying more ammo. like 10 creds for s1 weps, 12 for s2, 15 for s3.
   you could also reduce the fee by like 75% if the person was completely out of ammo. this wouldnt apply to the weapons
   without clips though. which would pay like 40% less if they ran out completely. i guess the running out
   completely encourages spamming but the price kind of discourages it, i dont know how this owuld play out in a game.

     - that last one wsa long.. whew. this one is simple. make aliens able to devolve. at first i was thinking this would
   ruin the gameplay since people could bind the devolve key and just devolve after they run from a human and have low
   hp, thus saving their points. to avoid this you could make it so aliens could only devolve if they are at an egg,
   or an OM or a booster or something. some structure that aliens can build that they could devolve at.

     - this is prolly alread being done in the next version of trem.. but make jetpacks have batteries. OR. you could give
   humans wall walking boots or something. that would be cool. they could walk on walls but at the price of reduced
   speed and turning abilities. if you give jetpacks batteries, that will just encourage spamming, when you think about
   it. since people will want to empty their clips and return to base to recharge ammo and fuel. with wall boots
   you could fix that. a jetpacker with infinite fuel will just conserve his ammo and get the best out of it. but
   a jetpacker with limited fuel will spam the hell out of his gun.

     - MAYBE an alien grenade. i was thinking about this and maybe it would function like a dragoons barb and could be bought
   for 1 evo point. upon landing it would explode after 3 seconds and hit everything in an area similar to how a grenade
   works. the grenade spit would have to be way less powerful than a barb in order to make it closer range. and maybe
   the grenade could do a ton of damage in a little radius, or a little damage in a big radius, i dunno. if it was
   too bad then no one would use it but it can't be too good either.

     - pulse rifle. cool wep huh. i was spectating and seeing most players who use it hold the trigger down and move the
   mouse around and hope the alien dies. and sometimes it does because of the rate of fire but usually it runs first.
   instead of having a warm up time like lucy does, the pulse can have a cool down time. after a certain ammount (~20?)
   of shots are fired, the pulse overheats and stops firing for a set time (3 secs maybe). as to not totally nerf the
   pulse you could (since pulse has max 200 shots) decrease clip numbers to 3 and increase the rounds to 67. OR. you
   could press mouse 2 on the pulse and change to rampage mode which resets to normal clip sizes and numbers and lets
   you fire until the clip is out. if you did this and fired a bunch of shots then the cool down time would be a lot
   longer. like 13 seconds for a whole clip or something. you could also give the chaingun a 2 second warm up time.

     - decrease dretch headshot damage. i dont really understand why it is so powerful. a dretch, which costs no evos,
   does 96 dmg on a headshot. a basi does less than that, and a mara does 80 per headshot. so as you evolve your hitbox
   is exponentially bigger, but not your hp (it is bigger though, not exponentially), and your headshots get weaker??
   maybe decrease dretch headshot damage to like.. 80.. that way if a human gets bitten he can use a medkit and not
   have to worry about getting hit again for 20 seconds while medkit kicks in.

on another completely non-serious note..

i would like to see the first mod of trem. it could be the mortal combat mod!
the human team is replaced by characters from mortal combat. they could have the same moves as the ones in game, and
as you killed more aliens you unlocked (or bought) better moves and armor. or maybe just better characters.. i dunno.
someone think of a better way to spend creds. i dont know how copyright issues would get in the way, so maybe
just rip off the mortal combat characters.



i had more stuff to say. but i dont really remember it after all this.

Seafoideach

  • Posts: 85
  • Turrets: +0/-0
the holy grail of suggestions. maybe.
« Reply #1 on: August 17, 2006, 02:39:48 am »
Haven't read much of that yet, but I have a couple of suggestions.

1. Don't mention CS. It could easily cause you trouble.

2. If you can, get your capitalisation better (dyslexia or whatever is an acceptable reason not to, if it does actually make it too hard)


Other comments: your spelling appears to be okay, you didn't make it one huge block of text, both good.
nything I do or say is probably extremely stupid, and likely to cause me embarrasment in the future.

Seffylight

  • Posts: 490
  • Turrets: +40/-26
the holy grail of suggestions. maybe.
« Reply #2 on: August 17, 2006, 03:04:30 am »
Quote
- to prevent camping: dont get free creds while in the range of the reactor's power. this includes repeators. i guess
humans could stand just out of the range of the reactor with a turreet behind them, but hey, it's a start.
maybe not in the range of the reactor AND the turret's range. i dunno. something like that.


Does anyone else like this idea somewhat? Maybe make it possible to be a server choice where a server owner could turn it on or off? Obviously it'll be a problem for those builders out there, but otherwise I don't see a downside.
Stop it. Seriously.

kevlarman

  • Posts: 2737
  • Turrets: +291/-295
the holy grail of suggestions. maybe.
« Reply #3 on: August 17, 2006, 03:26:17 am »
Quote from: "Seffylight"
Quote
- to prevent camping: dont get free creds while in the range of the reactor's power. this includes repeators. i guess
humans could stand just out of the range of the reactor with a turreet behind them, but hey, it's a start.
maybe not in the range of the reactor AND the turret's range. i dunno. something like that.


Does anyone else like this idea somewhat? Maybe make it possible to be a server choice where a server owner could turn it on or off? Obviously it'll be a problem for those builders out there, but otherwise I don't see a downside.
if you do it to humans, you have to do it to aliens too, which means that you can't get evo points on half the map(because eggs are the equivalent of repeaters). what if you are constantly moving in and out of the powered area, how do you even know where it is. and the builder problem is pretty big, there have been games that i've won because after building for most of the game, the builder had enough evo points/credits to assist in the final assault.
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| #
|.@.-##
-----

kozak6

  • Posts: 1089
  • Turrets: +20/-26
the holy grail of suggestions. maybe.
« Reply #4 on: August 17, 2006, 03:51:13 am »
Not necessarily.

Bugs don't really camp their eggs.

DIGI_Byte

  • Posts: 508
  • Turrets: +5/-1
the holy grail of suggestions. maybe.
« Reply #5 on: August 17, 2006, 04:53:29 am »
i've started a new map a few days ago thats in a city. it took my 5 hours just to bsp it and test a BASIC version of it.

its in a 5 story shopping centre that you can go out side.

killjoy

  • Posts: 17
  • Turrets: +0/-0
the holy grail of suggestions. maybe.
« Reply #6 on: August 17, 2006, 04:55:23 am »
Quote from: "DIGI_Byte"
i've started a new map a few days ago thats in a city. it took my 5 hours just to tst a BASIC version of it


awesome. i'm looking forward to it.

DIGI_Byte

  • Posts: 508
  • Turrets: +5/-1
the holy grail of suggestions. maybe.
« Reply #7 on: August 17, 2006, 05:14:46 am »
Quote from: "killjoy"
Quote from: "DIGI_Byte"
i've started a new map a few days ago thats in a city. it took my 5 hours just to tst a BASIC version of it


awesome. i'm looking forward to it.


thanks, im stuck on textures though. i need textures for a shopping centre. im going to use some transit textures but i need more...

EDIT/ started thread.

Caveman

  • Guest
the holy grail of suggestions. maybe.
« Reply #8 on: August 17, 2006, 05:18:36 am »
This all sounds very familiar to me. Might I have seen them here already?

@Seafoideach, you might want to look up what "dyslexia" is really about before you continue using it ever so often. (Even though you have a point here)

Seafoideach

  • Posts: 85
  • Turrets: +0/-0
the holy grail of suggestions. maybe.
« Reply #9 on: August 17, 2006, 05:49:18 am »
Quote from: "Caveman"

@Seafoideach, you might want to look up what "dyslexia" is really about before you continue using it ever so often. (Even though you have a point here)


I can remember only two times I've used it. Although I know roughly what it is, I'll go check. As I remember it can makes it hard for people to concentrate on the individual words/letter, but reading/writing whole sentences and stuff is can be fine. As I said, I'll go check.
nything I do or say is probably extremely stupid, and likely to cause me embarrasment in the future.

Caveman

  • Guest
the holy grail of suggestions. maybe.
« Reply #10 on: August 17, 2006, 06:42:40 am »
You just wrote a perfect example of what it isn't .)

Seafoideach

  • Posts: 85
  • Turrets: +0/-0
the holy grail of suggestions. maybe.
« Reply #11 on: August 17, 2006, 06:56:00 am »
Quote from: "Caveman"
You just wrote a perfect example of what it isn't .)


What does my signature say?


:P
nything I do or say is probably extremely stupid, and likely to cause me embarrasment in the future.

Ksempac

  • Posts: 261
  • Turrets: +1/-1
    • http://www.ksempac.info/blog
Re: the holy grail of suggestions. maybe.
« Reply #12 on: August 17, 2006, 07:37:02 am »
A general comment about all remarks concerning mapping : Talk to mappers, read the mapping forum, or even better try mapping yourself because you obviously have no clue about the reality of mapping. Everything you said has already been said, and there are some very good reasons why no one came up with a map like that for now. If you want this you should probably start doing it yourself

Quote
- Howbout some CURVED hallways for once? instead of literally every turn being 90 degrees. every map is pretty much
   a linear 2 dimensional level with hills and cliffs every so often. its just a hall.. 90 degree turn.. hall.. etc.


Curved maps are harder to make. Some already tried but it was too much trouble so they went to straight hallways. Moreover curve might cause a drop of FPS.

Quote
    - a city map. like the 2nd or 3rd level in halo 2. that would be awesome. people could look at maps from counterstrike
   for inspiration.


I agree with Seafoideach that CS isn t a good reference. Slow paced with a totally different context, CS isn t Trem.

Quote
    - a jungle map.. there could be caves for halls, and outside areas with trees to keep the level in the open, as one big
   room, but trees to block spam fire.


Another additionnal problem : Q3 engine sucks for outside areas. Thats why mappers prefer sticking to inside.

Quote

     - more hiding spots for aliens and humans. make little holes in the wall and stuff and general places where things
   can hide. dretches are limited to above a door on the wall.. pretty predictable.


Sometimes i agree with you especially on ACTS. But if you look closely you might find some other interesting spots on the other maps.

Quote
    - better starting places for both teams.. i think this would be good since on the server i play on the first 10 minutes
   of every map is spent deconning and building. if humans and aliens had bases with all the bp already spent in
   LOGICAL places then people could get to playing faster.


Base building is one of the thing that makes Trem so nice to play. You re never sure what the other race is going to do with its base and it can change the whole game so you dont have the impression of playing the same map everytime.
Moreover, base moving requires teamplay (unless the other team sucks), which is also one of the good thing in Trem.

Quote
    - all doors should be instant to open. im tired of doors like the ones on tremor that take forever and a day to open,
   by the time you get them open you are hit by turrets or have an alien jump out at you, and it also makes fleeing
   a lot harder


Did you think that maybe its exactly the point of theses slow doors ? This makes it an easy place to defend and it avoids an early alien rush in the base.

Quote
in games
   with very experienced players, who know what they are doing, the gameplay is unbalanced. all humans have to do
   to ensure victory is to travel in packs. i'm seeing this done more and more frequently. think about how linear most
   maps are. now think about running down a hallway with 5 or more humans all together shooting at you. now think
   about trying to kill a human (hey, they are good at dodging now too). ok so you killed a human. now you have to
   haul ass out of the hallway with a herd of humans following you sprinting while firing instant-hit non-reloading
   weapons. not happening. once humans do this to get to s2, they will go in your base and snipe your structures with
   pulses. game over, next map. even if aliens team up humans will usually still win. this is because one alien
   will get low on hp and try to run and block the other aliens and then in that time another alien gets low or the
   other dies and it just doesnt work out well.


Against experienced humans, you need an experienced alien team who know how to play together without blocking or tking.

 
Quote
  - new/replacement alien base defense: barb shooter. i thought of this when thinking of the needler in halo.
   if you shoot the barb shooter, it shoots a homing barb at you and wont stop shooting until you stop hitting it
   for a set time (like 3 seconds or something). the barbs would be infinite range.. since human guns are infinite range
   . but the barb would be useless if it only shot at people when it was shot itself.. so maybe make them shoot at humans
   after they 'awaken'. like the human would have to be in range (and not hitting the barb shooter) for a few seconds
   then it would wake up and start shooting barbs. also, the barb shooter's natural color has to be brown, and when it wakes up or becomes active it turns orange. because that would look cool.


Hives do nearlly the same.

Quote
    - to prevent camping: dont get free creds while in the range of the reactor's power. this includes repeators. i guess
   humans could stand just out of the range of the reactor with a turreet behind them, but hey, it's a start.
   maybe not in the range of the reactor AND the turret's range. i dunno. something like that.


Not a bad idea. However, i see possible problems (nearlly impossible to join a game when aliens are S3, and if aliens camp the human base, humans wont be able to do something about it, and aliens could wait till they all have 9 points and then rush). So i m not sure what to think about this idea...

Quote
- i was thinking about how people weapon spam and how there is no real counter against it, then a few ideas came to my
   head. the main thing people think is that if a weapon's bullets are slow then that means they should spam it and get
   lucky.


I dont agree with that. People spams with the biggest weapon they can get. The only point of spam is trying to scare aliens away from base. They have nearlly infinite ammo (Armory isn t far). They just hold the left button down.

Quote
also, you could give a small price for buying more ammo. like 10 creds for s1 weps, 12 for s2, 15 for s3. etc...


Someone who has a lot of money wont mind paying for ammo. Someone who cant even afford the armor, will be stuck with blaster or hope they will be able to kill a dretch with the munitions they had at respawn...So humans will camp even more, to get sure they will have the maximum profits of their initial ammo. When you camp behind your turret, you can stay still, aim easilly (so more bullet hit and give you money), and if wound the alien but cant manage to finish it, the turret will do it so you will get your money nevertheless. On the other side, a human outside must always move while firing, and sometimes has to do suppressive fire to scare aliens while he is retreating or to avoid being surrounded by many aliens at a time. A lot of ammo are wasted and you dont always end up with a kill.

Quote
    - that last one wsa long.. whew. this one is simple. make aliens able to devolve. etc...


This has been discussed many times, the answer has always been no.

Quote
 you could give   humans wall walking boots or something. that would be cool. they could walk on walls but at the price of reduced
   speed and turning abilities.


I dont like this idea. If theses boots have reduced speed, people wont use them, because humans need to avoid ennemies. If you make them as fast as aliens, then you reduce the difference between the races which is one of the cool thing of Trem.

Quote
   - MAYBE an alien grenade.


Many threads already discussed that...Search button might help ;)

On the whole, this "holy grail" seems to me more like a collection of random ideas you put without
1: Thinking about direct consequences and side effects
2: Searching for threads already speaking about them
3: Thinking about reasons why this hasn t been done before.
url=http://tremulous.net][/url]

Rippy

  • Posts: 385
  • Turrets: +0/-0
the holy grail of suggestions. maybe.
« Reply #13 on: August 17, 2006, 05:29:08 pm »
wow, ksempac read my mind. Only difference was that he wasn't lazy like I was and actually directly answered everything :P

Only thing I'd like to mention, that ksempac hasn't already said, is this: if there's going to be an alien equivalent of a nade, it should still be radically different from the human one. I'm thinking, making it so that the charged secondary fire of an alien (not sure which class) would release a blob that has about the same arc as a granger blob, possibly something right in between the granger blob and the goon barb. This dretch-sized blob sticks to whatever surface it hits, be it human, structure, or map, and explodes into a pool of acid 5 seconds after sticking. Some interesting additions could be:

- For FF servers only, the blob can be shot at, and will unstick (but not reset, or defuse) if it receives enough damage. Basically useless when it's stuck to a structure or the map, but if stuck to a human it gives the possibility of shooting it off. Only applies in FF servers though because otherwise anyone could just chaingun their teammate until the blob fell off. With FF, they need to aim carefully to avoid TKing their teammate (which would still count as an alien kill if it happened, so that people can't deny an alien of its kill).
- Again, for FF servers only, the alien could fire a blob onto a teammate and have it run into the enemy base. Would have to be tweaked for balance, but that'd be awesome :P

The thing is, there isn't an alien to add such an ability to. The Tyrant is a melee brute, and could probably deal more damage in 5 seconds than any nade could do, were it balanced. The adv goon already has a snipe ability, and would be OP with a nade. The mara has a good zap, and the adv basi would be totally OP with a nade unless the nade was nerfed rediculously.
remulous username: [GEC]MassiveDamage

kozak6

  • Posts: 1089
  • Turrets: +20/-26
the holy grail of suggestions. maybe.
« Reply #14 on: August 17, 2006, 08:55:19 pm »
Perhaps all classes could buy a grenade with 1 evo point.

FX-Arch

  • Posts: 111
  • Turrets: +2/-6
the holy grail of suggestions. maybe.
« Reply #15 on: August 17, 2006, 09:20:36 pm »
Quote from: "kozak6"
Perhaps all classes could buy a grenade with 1 evo point.


Or a very acid lob that cost 1 evo and can only be used by grangers but could kill everything it touches or deal massive damage to a building. Grangers don't use the evo's so it could be smart to do since human builders can buy nades and grangers only have the 6 damage lob and some weak secondaire attack.

killjoy

  • Posts: 17
  • Turrets: +0/-0
the holy grail of suggestions. maybe.
« Reply #16 on: August 17, 2006, 09:37:27 pm »
> Ksempac:
     firstly. if you read the first part of my post (which i guess you missed) it said "these are things i would like to see in trem". not: "i am very experienced in mapping" or anything else. so why does it matter how hard it is to make? i still want to see it. and cs is a good reference. why? because most of the maps take place in urban environments, people could take ideas for textures or themes when designing a map by looking at cs's maps. clearly you didn't think about that.

to me it seems you read only the first sentence of each of my topics and thought "lame" and moved on. at least that's what i can see from your quotes. i did in fact think about consequences, and i listed those consequences and alternate paths one could take. and like i said before, like i starred and put at the beginning of my post, "the ones in gameplay could be turned on and off through commands that the server
operator could use". all servers are different. some have more experienced players, some have less experienced. some have more players than others and some have less. some have more or less bp than others. it was you who didn't think when posting prolly because you were so desperate to add another centimeter to your e-penis.

edit: i was thinking about the camping solution and came up with that instead of what i had before, maybe allowing only builders to recieve credits while inside of the reactor/OM's power. and the range would be limited to just the reactor/OM, not eggs or repeaters since usually those are far from the base.

and the wall walking boots i liked, because humans don't really need a jetpack except for finding those last eggs that a granger put, or hunting down that last dretch or basi (which can easily outrun a jetpack).

Rippy

  • Posts: 385
  • Turrets: +0/-0
the holy grail of suggestions. maybe.
« Reply #17 on: August 18, 2006, 12:55:22 am »
The thing is, your ideas are too drastic to be togglable settings for the server. If all those were implemented, Tremulous wouldn't exist anymore. It'd instead be a compilation of games that are very similar to Tremulous.

Also, for defending yourself so hotly and for actually attacking the guy who gave his honest opinion, you're most likely gonna get yourself some flames (and, imo, deserved ones :/ )
remulous username: [GEC]MassiveDamage

Ksempac

  • Posts: 261
  • Turrets: +1/-1
    • http://www.ksempac.info/blog
the holy grail of suggestions. maybe.
« Reply #18 on: August 18, 2006, 05:55:06 am »
Quote from: "killjoy"
and cs is a good reference. why? because most of the maps take place in urban environments, people could take ideas for textures or themes when designing a map by looking at cs's maps.


About the theme : You expect a 41st century space station to look like a 20th century city ?
Moreover, Trem's mappers need to think about things you wouldn t imagine in CS :
1- They need to create maps where you can use the special abilities of aliens and/or the jetpack.
2- They must avoid creating places where an alien/human could be stuck (ex : the vent in M.E.E.P. beta 1 was a trap for dragons and tyrants who could enter it but couldn t get out so in the beta 2 the vent was modified to avoid that).
3- They must avoid creating places where a team could build a base and be sure no equipment/class of the other team can destroy it.
Theses reasons explain why Trem's mappers prefer to take their ideas from Gloom. Trem is a Gloom's port. Trem isn t CS.

About textures : You know you can find textures available on the web elsewhere than CS. And CS is probably the worse place to get textures from because taking textures directly from a map/a game means you need to find who made the texture and ask him for permission to use it on your map. On the other side, there are specialised websites who offer textures with a license attached to them so that you know what you can do and what you cant do with them. To quote you : "Clearly you didn t think about that".

Quote
to me it seems you read only the first sentence of each of my topics and thought "lame" and moved on.  at least that's what i can see from your quotes. i did in fact think about consequences, and i listed those consequences and alternate paths one could take


I read carefully all the post and always kept your whole idea in mind while replying. However, to avoid having 10 lines-long quotes and to reduce the size of my post, i reduced the quotes (and i carefully put a "etc" so that people knew there was something else behind). I put the quotes to allow people to separate ideas and keep the post clear.

Quote
About
. and like i said before, like i starred and put at the beginning of my post, "the ones in gameplay could be turned on and off through commands that the server
operator could use". all servers are different. some have more experienced players, some have less experienced. some have more players than others and some have less. some have more or less bp than others.


Every change in the game implicate balance issues. The game is already hard to balance, but somehow the devs managed to do it. That's why most of the servers use the same settings more or less (About 12 to 25 players). Because changing settings would unbalance the game and make it dull.
The only one that is really different is SST with his 52 players and a huge number of built points. However many complain it creates problems (i cant play on SST so i wont get into details about it...you can find a lot of posts on the forum about that).

Quote
it was you who didn't think when posting prolly because you were so desperate to add another centimeter to your e-penis.


In about 10 answers no one really replied to your ideas because it was a huge post with lot of stuff inside. I thought it might be a good idea to have a real shot at that and started separate ideas from your post and reply. Next time, i will know you prefer not having answers to your topics at all.
That will spare me some time.

Quote
edit: i was thinking about the camping solution and came up with that instead of what i had before, maybe allowing only builders to recieve credits while inside of the reactor/OM's power. and the range would be limited to just the reactor/OM, not eggs or repeaters since usually those are far from the base.


That's a much better idea. I dunno if it would work. But at least if the human base is under siege, they aren t totally doomed.
url=http://tremulous.net][/url]

Caveman

  • Guest
the holy grail of suggestions. maybe.
« Reply #19 on: August 18, 2006, 09:20:35 am »
I can't hep myself, but still after going over the OP a third time I don't see anything that hasn't been proposed before, except in a not so demanding way.

Killjoy, if you really 'want to see' some thing in Trem and don't like to change your atitude you're better off implementing those changes by yourself.
Demanding something and then flaming a perfect friendly post will get you nowhere, well maybe in a bozo-bin :P

Henners

  • Posts: 383
  • Turrets: +10/-5
the holy grail of suggestions. maybe.
« Reply #20 on: August 18, 2006, 09:35:08 pm »
I'm not going to bother going into details about everything, its just not worth the effort tbh.

maps - Thats down to individual mappers, its nothing to do with the main game as such

camping idea - wouldnt work - preventing humans from getting the survival bonus while in their base would do the opposite to your intention and encourage camping, as some players would never go out of the base without equipment (as indeed they shouldnt at stage 3), and would just be too scared to go out once they did get equipment. Also remember, the survival bonus to to discourage feeding - forcing unequiped humans out of the base is just a way of bringing back the feeding again. Indeed the survival bonus becomes fairly pointless under your suggestion - theres no way you arnt going to be fighting if you are outside of the base for 2 minutes, and hence should be getting plenty of money from that and so wont need the survival bonus...

Pulse rifle is absolutely fine, dont mess with it

Alien grenade is unneeded and would be over powered as it would make any sort of defensive position completely untenable. Human bases work by being compact. Grenades would remove any sort of effective base layout.

Your jetpack idea seems a bit schizofrenic - you have come up with an idea of batteries then explained why its a bad idea...

Devolving is fair enough, but I would suggest the criteria of full health and no nearby enemies rather than being near an egg

Price for buying ammo? dear god no

Barbshooter? A defence that ignores you if you dont attack it? no further comment

armour setup is fine, and has been discussed to death

Aliens dont need a higher max evo points, 9 is a perfectly reasonable number. Killing tyrants is bad enough without the knowledge that you have to kill at least two more. Always consider things from both teams POV...

Dretch headbites are fine - they give aliens a chance at stage 1, once you come to stage 2, if you die to a 96 damage headbite its completely your own fault for not having a helmet.
Official Ace Forum Attorney. If your post is stupid I will object...

[EVIL]Unknown

  • Posts: 263
  • Turrets: +1/-1
    • http://www.evil-clan.com
the holy grail of suggestions. maybe.
« Reply #21 on: August 19, 2006, 03:09:44 am »
Quote
the barbs would be infinite range.. since human guns are infinite range


 :o  what trem are u playing!!??  infinite range?? heck no... turrets have a range and u can get close enough so it doesnt turn and shoot u... which is y u can sometimes spy on a human base with dretch from high ceiling and such and with good communication tell team if they decon reactor or something..

i mean if turrets had infinite range all ud have to do is get s2 put a repater and a few turrets facing alien base a good distance away and bam they start dying as they spawn and u can shoot eggs from far away.. umm too easy and not so fun...

just wanted to point that out since im bored at home with dial up...cant wait to go to college again to get my tremulous fix... :eek:
url=http://userbars.org][/url]


Basilisco

  • Posts: 592
  • Turrets: +24/-5
    • http://wilhelmrahn.googlepages.com/
the holy grail of suggestions. maybe.
« Reply #22 on: August 19, 2006, 03:33:41 am »
Quote from: "[EVIL
Unknown"]
Quote
the barbs would be infinite range.. since human guns are infinite range


 :o  what trem are u playing!!??  infinite range?? heck no... turrets have a range


He's talking about normal weapons.