Author Topic: Radar, Alien grenade, Base defence, Human respawn.  (Read 12229 times)

4as

  • Posts: 32
  • Turrets: +0/-0
    • 4as Homepage
Radar, Alien grenade, Base defence, Human respawn.
« on: September 04, 2006, 04:00:58 am »
1. Human Radar
 Blobs on radar should always show on same level as player.
Event after long playing time, seeing something like this:

makes player turn around.

2. Alien Granade
 To make up for a lack of alien granade, boosted dretches should explode with poison after dead. Also, this would give a later joining players an opportunity to earn an evo points.

3. Base defence points
 Some players switch teams to screw opposint team defences by deconstructing it. There could be some kind of a rating system, where every builder starts with 3-4 "b.def." points and earns them by building base defence and lose them by deconing them.
 Additionally, Reactor/OM and Repeater points for the same reason.
 Oh, and those points would only reset after map change.

4. Human respawn
 First, some cunning alien players will leave human spawn after destroing whole human base to earn some free frags (and post there l33t z0mg 100+ frags ss?); make it possiable for humans to decon (or at least destroy) final respawn if it is the only one left.
 Second, maybe "telefrag" nearby aliens when human respawns.
MESS WITH THE BEST
DIE LIKE THE REST

RPG Game "Kamineko" in Flash

Coca-Cola

  • Posts: 122
  • Turrets: +1/-1
Radar, Alien grenade, Base defence, Human respawn.
« Reply #1 on: September 04, 2006, 04:04:12 am »
#4 nullifies #3.
f the brain was simple to understand, we'd be too simple to understand it.

Quote from: "Caveman"
Nothing can be made idiot-prove ...

kevlarman

  • Posts: 2737
  • Turrets: +291/-295
Re: Radar, Alien grenade, Base defence, Human respawn.
« Reply #2 on: September 04, 2006, 04:35:41 am »
Quote from: "4as"
1. Human Radar
 Blobs on radar should always show on same level as player.
Event after long playing time, seeing something like this:

makes player turn around.

this doesn't make me turn around.
Quote from: "4as"

2. Alien Granade
 To make up for a lack of alien granade, boosted dretches should explode with poison after dead. Also, this would give a later joining players an opportunity to earn an evo points.

the last thing you need to do is encourage s2 dretches to die at the humans feet.
Quote from: "4as"

3. Base defence points
 Some players switch teams to screw opposint team defences by deconstructing it. There could be some kind of a rating system, where every builder starts with 3-4 "b.def." points and earns them by building base defence and lose them by deconing them.
 Additionally, Reactor/OM and Repeater points for the same reason.
 Oh, and those points would only reset after map change.

the devs have said many times that they wouldn't do anything like this.
Quote from: "4as"

4. Human respawn
 First, some cunning alien players will leave human spawn after destroing whole human base to earn some free frags (and post there l33t z0mg 100+ frags ss?); make it possiable for humans to decon (or at least destroy) final respawn if it is the only one left.
 Second, be "telefrag" nearby aliens when human respawns.

you can already spawn with a ckit and decon the spawn before they get you. if the teams on that server refuse to stop doing this though, you might want to rethink whether you should really be playing with those people
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| #
|.@.-##
-----

4as

  • Posts: 32
  • Turrets: +0/-0
    • 4as Homepage
Re: Radar, Alien grenade, Base defence, Human respawn.
« Reply #3 on: September 04, 2006, 07:17:00 am »
Quote from: "kevlarman"

this doesn't make me turn around.

Then you surly won't mind more intuitive radar.

Quote from: "kevlarman"

the last thing you need to do is encourage s2 dretches to die at the humans feet.

its so easy to be negative, but same thing could be said about humans granade

Quote from: "kevlarman"

the devs have said many times that they wouldn't do anything like this.

"Like this" is significantly diffrent that some "building points" suggested by someone else. Here you won't notice them if you build with good intention

Quote from: "kevlarman"

you can already spawn with a ckit and decon the spawn before they get you

You can't, if it is your last spawn.

Quote from: "kevlarman"

if the teams on that server refuse to stop doing this though, you might want to rethink whether you should really be playing with those people

geee, thanks for a tip.
MESS WITH THE BEST
DIE LIKE THE REST

RPG Game "Kamineko" in Flash

PIE

  • Posts: 1471
  • Turrets: +96/-52
    • http://www.mercenariesguild.net
Re: Radar, Alien grenade, Base defence, Human respawn.
« Reply #4 on: September 04, 2006, 08:40:59 am »
Quote from: "4as"
1. Human Radar
 Blobs on radar should always show on same level as player.
makes player turn around.

Doesn't make me turn around.. and you've obviously never been in an egg hunt.

Quote from: "4as"

2. Alien Granade
 To make up for a lack of alien granade, boosted dretches should explode with poison after dead. Also, this would give a later joining players an opportunity to earn an evo points.

I see dretching turrets becoming way too useful if this were to happen.
Quote from: "4as"

3. Base defence points
 Some players switch teams to screw opposint team defences by deconstructing it. There could be some kind of a rating system, where every builder starts with 3-4 "b.def." points and earns them by building base defence and lose them by deconing them.
 Additionally, Reactor/OM and Repeater points for the same reason.
 Oh, and those points would only reset after map change.

This is a bad idea for so many reasons.. its been discussed here many times in depth before. So here is some basics, for more do a search:
If you decon to help someone who is already setting up somewhere else you loose points?.. for helping your team? What if you have to do a quick move and you have to decon stuff right at the start?.. it just gets messy and complicated. The devs know this is a problem, lets see how they handle it.. I have a feeling like they have though this through way more than most people.

Quote from: "4as"

4. Human respawn
 First, some cunning alien players will leave human spawn after destroing whole human base to earn some free frags (and post there l33t z0mg 100+ frags ss?); make it possiable for humans to decon (or at least destroy) final respawn if it is the only one left.
 Second, maybe "telefrag" nearby aliens when human respawns.


Its cheap.. but the game is over.. who cares really? Punting things off of the telepad might be nice since humans can sit in the pad and block spawns... but telefragging isn't good.

Ksempac

  • Posts: 261
  • Turrets: +1/-1
    • http://www.ksempac.info/blog
Re: Radar, Alien grenade, Base defence, Human respawn.
« Reply #5 on: September 04, 2006, 11:00:50 am »
Quote from: "4as"
1. Human Radar
 Blobs on radar should always show on same level as player.
Event after long playing time, seeing something like this:

makes player turn around.


When i m looking for hidden eggs, i dont wanna waste my time searching all the ceiling, then all the underground just because you cant figure out how to use the radar.
Also, when i m going down a stair, i sure prefer to know that there is 3 aliens waiting me at the bottom

Quote
2. Alien Granade
 To make up for a lack of alien granade, boosted dretches should explode with poison after dead. Also, this would give a later joining players an opportunity to earn an evo points.


I wont even comment this one, the SEARCH function exists.

Quote
3. Base defence points
 Some players switch teams to screw opposint team defences by deconstructing it. There could be some kind of a rating system, where every builder starts with 3-4 "b.def." points and earns them by building base defence and lose them by deconing them.
 Additionally, Reactor/OM and Repeater points for the same reason.
 Oh, and those points would only reset after map change.


Yeah, that way when you re making an early base move, the builder will waste all of his points to decon the old base, and wont have anymore point to build the one. So basically you forbid any base move (because late base moves are harder and so very rare to do).
We also got the case of the noob putting turrets in stupid locations, and then the skilled builder decons the turrets, lost his points, and cant rebuild in the good way the base.

Quote
4. Human respawn
 First, some cunning alien players will leave human spawn after destroing whole human base to earn some free frags (and post there l33t z0mg 100+ frags ss?); make it possiable for humans to decon (or at least destroy) final respawn if it is the only one left.
 Second, maybe "telefrag" nearby aliens when human respawns.


If it is the end of the game, you just need to stop asking for respawn, this will end the game. If it is because the humans are in the middle of a base move, that s a great strategy to wait near the spawns and kill every human that respawn in order to slow down humans a lot and get the upper hand fast (this often happens in Transit).
url=http://tremulous.net][/url]

4as

  • Posts: 32
  • Turrets: +0/-0
    • 4as Homepage
Re: Radar, Alien grenade, Base defence, Human respawn.
« Reply #6 on: September 04, 2006, 12:07:56 pm »
Quote from: "PIE"

I see dretching turrets becoming way too useful if this were to happen.

Turrets can be poisoned?

Quote from: "PIE"
you loose points?.. for helping your team? What if you have to do a quick move and you have to decon stuff right at the start?

It only applys to base defence. E.g. After deconing everything and 4 acid tubes you switch places with player who recounstructs base somewhere else and now you build defence while he decons the rest of the base defence. A small price to pay for stoping tking players.

Quote from: "Ksempac"
When i m looking for hidden eggs, i dont wanna waste my time searching all the ceiling, then all the underground just because you cant figure out how to use the radar.
Also, when i m going down a stair, i sure prefer to know that there is 3 aliens waiting me at the bottom

I'm not saying to make it 2D.

Quote from: "Ksempac"
I wont even comment this one, the SEARCH function exists

And to search for what?

Quote from: "Ksempac"
We also got the case of the noob putting turrets in stupid locations, and then the skilled builder decons the turrets, lost his points...

And rebuilds turrets in a good place, no harm done.

Quote from: "Ksempac"
a great strategy to wait near the spawns and kill every human that respawn

Camping is also a great strategy, but somehow no one likes it...
MESS WITH THE BEST
DIE LIKE THE REST

RPG Game "Kamineko" in Flash

Juno

  • Posts: 245
  • Turrets: +0/-0
Radar, Alien grenade, Base defence, Human respawn.
« Reply #7 on: September 04, 2006, 01:00:34 pm »
1. learn to use the radar


2.Exploding dretches, that cost nothing wheras a grenade costs 200 credits?.hmmmm no. dretches swarm and rush into humans base, if your suggesting they explode and do damage to structures, then no. if your suggesting that they just spray posion

medpad and medkits..... your only going to kill people who cant figure out how to use the medkit, or people with low health who cant get to the med pad. also wont affectg bsuits, making it pointless, and you probably feed them to s3 considering youve got dretches running at the base constantly . CAMPING

3.dont play on servers where this happens


4. spawn as conkit marine and immeditly press e

Ksempac

  • Posts: 261
  • Turrets: +1/-1
    • http://www.ksempac.info/blog
Re: Radar, Alien grenade, Base defence, Human respawn.
« Reply #8 on: September 04, 2006, 01:23:43 pm »
Quote
Quote from: "Ksempac"
I wont even comment this one, the SEARCH function exists

And to search for what?


Maybe the numerous previous topics about Alien grenades ?

Quote
Quote from: "Ksempac"
We also got the case of the noob putting turrets in stupid locations, and then the skilled builder decons the turrets, lost his points...

And rebuilds turrets in a good place, no harm done.


Except if he doesnt have enough points to rebuild...I m usually a killer, but when i see the builder starts doing stupid things, i grab a CK. With your system, i wouldn t have enough points to correct the mistake. And the main problem (that you carefully avoided to quote) is still that you deny the right to do an early base move.

Quote
Quote from: "Ksempac"
a great strategy to wait near the spawns and kill every human that respawn

Camping is also a great strategy, but somehow no one likes it...


Camping doesnt require any skills...Coming at the right time (=when there isn t anymore defenses but that spawns are still there) to catch a spawn and avoid that a guy with a CK deconstruct it in a single click is much harder.
url=http://tremulous.net][/url]

David

  • Spam Killer
  • *
  • Posts: 3543
  • Turrets: +249/-273
Radar, Alien grenade, Base defence, Human respawn.
« Reply #9 on: September 04, 2006, 01:24:43 pm »
Quote from: "Juno"
4. spawn as conkit marine and immeditly press e


or just dont spawn. spawn campers are assholes (at end game)
vote kick them.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
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.

Stof

  • Posts: 1343
  • Turrets: +1/-1
Radar, Alien grenade, Base defence, Human respawn.
« Reply #10 on: September 04, 2006, 02:01:18 pm »
Sometimes, spawncamp at endgame happen because the alien wasn't aware he was camping the last spawn with no other human alive. Happened to me once already.

When that happens, just tell the aliens it's finished for you.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

4as

  • Posts: 32
  • Turrets: +0/-0
    • 4as Homepage
Re: Radar, Alien grenade, Base defence, Human respawn.
« Reply #11 on: September 04, 2006, 02:49:37 pm »
Quote from: "Juno"
1. learn to use the radar

Well, moving blobs to the same plain as player, wont hurt player that already "learnt" how to use radar, and would help those who didnt. Everyones happy.

Quote from: "Juno"
2.Exploding dretches, that cost nothing wheras a grenade costs 200 credits?.hmmmm no. [...] making it pointless

Its pointless and free but still makes you say no? Besides, one of possiable usage that comes to my mind: you're chasing human... you jump at him, he turns around, kills you in midair, but cloud of gas from your corpse poisons him dealing final blow. It would rise Booster value as it is often overlooked, given aliens granade-like attack and as I stated befor, extra punch for later joining players.
In later stages camping humans earn credits pretty easily, while dretches become rather annoying for bigger aliens. Such a small boost would surly do good for everyone.

Quote from: "Juno"
4. spawn as conkit marine and immeditly press e

Quote from: "4as"
You can't, if it is your last spawn.


Quote from: "Ksempac"

Maybe the numerous previous topics about Alien grenades ?

And what purpose it would serve?

Quote from: "Ksempac"
Except if he doesnt have enough points to rebuild...I m usually a killer, but when i see the builder starts doing stupid things, i grab a CK.

Look, your running happly with a rifle, and suddenly see a noobish buildier, you swich to ck and start with 4points, you decon turret(lose point), then place it in appropriate place(earn point), still got 4points and you change back to rifle. I dont see any problems, please explain what is wrong with it.

Quote from: "Ksempac"
And the main problem (that you carefully avoided to quote) is still that you deny the right to do an early base move.

How disallowing to decon more than 4turrets will stop base move? Also, I haven't avoided anything, it just that I explained the same thing to PIE few lines earlier.

Quote from: "Ksempac"
Camping doesnt require any skills....

Sitting in the middle of telenode also doesnt require any skills; telefragging would just force aliens to move little further, giving spawning human a little bit more chance than just a instant kill.

Quote from: "Stof"
[...]Happened to me once already.

:D
For me, once whole team was spawnkilling, and there was more players in alien team, so votes didnt pass.
MESS WITH THE BEST
DIE LIKE THE REST

RPG Game "Kamineko" in Flash

Rippy

  • Posts: 385
  • Turrets: +0/-0
Radar, Alien grenade, Base defence, Human respawn.
« Reply #12 on: September 04, 2006, 02:59:13 pm »
1. Are you aware of how the radar works? The "blob" indicates the actual position of the alien. The distance between the "end of the line" and the centre of the radar indicates how far the alien is from you, horizontally. The length of the line indicates its vertical distance from you. The position of the line, either "below" or "above" the radar plane, indicates whether the alien is above or below you.

How is that unintuitive? Having the blob ON the radar plane would make it look like every alien is right next to you. THAT would be unintuitive.

2. So... you're comparing a free alien unit to a 200 credit human weapon, and saying they should be comparable. Even if the dretch only sprays poison, everyone late-game will have bsuits and so all you'd be doing is causing mass amounts of newbie aliens to feed the human team, thinking they're doing damage. At least a human newb will run out of nade money quickly enough.

Now, if you'd suggested that another alien explode on death, such as an Adv. Basi, I'd consider it, because the 2 evo points would make people think twice before going kamikaze. (picked adv basi since it's useless right now anyway)

3. Ok, so when we're moving the base to the opposite side of the map, I decon 4 buildings, my teammate builds 4, then we spend 2 minutes travelling across the map to switch spots? Then we do 4 more buildings and repeat? wtf? Any way to make the base location more obvious, than by having builders ferrying back and forth between both bases? And then what if one guy accidentally decons one too many? Then he can't build and it's gg because at that point you probably don't have an armoury and possibly no telenodes.

Then there's the situation where a newb is building useless buildings, and the good builder has to build a new building after each useless one he decons. During that time, the newb builds twice as many useless buildings.

4.
1. Spawn with ckit
2. Look down, possibly crouching to confuse them
3. Press the "e" key

Alternatives:

- Start a "nextmap" vote. If there are more humans than aliens, it will succeed.
- Quit the human team and join the spectators. Have the other humans do the same. Duh. They can't get frags when there are no humans.


Sorry, I have nothing against ideas, but I DO have something against ideas that aren't well thought out.
remulous username: [GEC]MassiveDamage

4as

  • Posts: 32
  • Turrets: +0/-0
    • 4as Homepage
Radar, Alien grenade, Base defence, Human respawn.
« Reply #13 on: September 04, 2006, 03:51:28 pm »
Quote from: "Rippy"
1. Are you aware of how the radar works?

Yes.

Quote from: "Rippy"
The "blob" indicates the actual position of the alien. The distance between the "end of the line" and the centre of the radar indicates how far the alien is from you, horizontally. The length of the line indicates its vertical distance from you. The position of the line, either "below" or "above" the radar plane, indicates whether the alien is above or below you.

And nothing would change, just that the blob would be at the other end of the line.

Quote from: "Rippy"
THAT would be unintuitive.

Not really, only diffrence would be that it would take less time to locate whether aliens if in front of you or behind.

Quote from: "Rippy"

3. Ok, so when we're moving the base to the opposite side of the map, I decon 4 buildings[...]

Quote from: "4as"
It only applys to base defence


Quote from: "Rippy"

And then what if one guy accidentally decons one too many?

What do you mean by "too many"?

Quote from: "Rippy"

Then there's the situation where a newb is building useless buildings, and the good builder has to build a new building after each useless one he decons. During that time, the newb builds twice as many useless buildings.

It surely won't change just becouse my idea for base defence points system won't be accepted.
Also, isn't it for better if pro buildier is forced to build (or he will run out of points by just deconing)? Newbie is building in crappy places, while pro is deconing and rebuilding in proper places, and soon to run out of power forcing newbie to stop. If thay decon each other buildings, then its nothing diffrent then what can be seen currently with out this system.

Quote from: "Rippy"

4.
1. Spawn with ckit
2. Look down, possibly crouching to confuse them
3. Press the "e" key

Quote from: "4as"
You can't, if it is your last spawn.


Quote from: "Rippy"
but I DO have something against ideas that aren't well thought out.

I know how you feel, I have something against replays that aren't well thought out.
MESS WITH THE BEST
DIE LIKE THE REST

RPG Game "Kamineko" in Flash

Stof

  • Posts: 1343
  • Turrets: +1/-1
Re: Radar, Alien grenade, Base defence, Human respawn.
« Reply #14 on: September 04, 2006, 04:21:13 pm »
Quote from: "4as"
1. Human Radar
 Blobs on radar should always show on same level as player.
Event after long playing time, seeing something like this:

makes player turn around.

Just get more training. This is how the radar is implemented in Frontier and Frontier 2 and this is the best way to do it.

It sure would be very illogical to place the big blob not at the unit position but on the horizontal plane!
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

kozak6

  • Posts: 1089
  • Turrets: +20/-26
Radar, Alien grenade, Base defence, Human respawn.
« Reply #15 on: September 05, 2006, 04:24:25 am »
I don't like the idea of telefragging.

Blocking spawns can sometimes be a useful strategy for the alien team, and is actually something a Dretch can occasionally be useful for.

PIE

  • Posts: 1471
  • Turrets: +96/-52
    • http://www.mercenariesguild.net
Radar, Alien grenade, Base defence, Human respawn.
« Reply #16 on: September 05, 2006, 07:52:45 am »
Quote from: "kozak6"
I don't like the idea of telefragging.

Blocking spawns can sometimes be a useful strategy for the alien team, and is actually something a Dretch can occasionally be useful for.

I say push is good.. because aliens do not have this problem at all.. they can't really block eggs.. it seems unfair humans can block telenodes.

Undeference

  • Tremulous Developers
  • *
  • Posts: 1254
  • Turrets: +122/-45
Radar, Alien grenade, Base defence, Human respawn.
« Reply #17 on: September 05, 2006, 09:08:44 am »
Quote from: "PIE"

I say push is good.. because aliens do not have this problem at all.. they can't really block eggs.. it seems unfair humans can block telenodes.
I'm not really sure how it works, but eggs can be blocked. I was playing a game where the aliens theoretically had a chance and someone named "UnnamedPlayer" joined the game a few times, dretches that wouldn't move and wouldn't die appeared at each egg, just floating there, and the spawn queue stopped moving. When the humans discovered the alien base with no players in it, that ended the game pretty quickly.
Need help? Ask intelligently. Please share solutions you find.

Thats what we need, helpful players, not more powerful admins.

Stof

  • Posts: 1343
  • Turrets: +1/-1
Radar, Alien grenade, Base defence, Human respawn.
« Reply #18 on: September 05, 2006, 11:24:42 am »
Quote from: "PIE"
Quote from: "kozak6"
I don't like the idea of telefragging.

Blocking spawns can sometimes be a useful strategy for the alien team, and is actually something a Dretch can occasionally be useful for.

I say push is good.. because aliens do not have this problem at all.. they can't really block eggs.. it seems unfair humans can block telenodes.

Then push only members of the same team blocking the egg. I do like that you can block eggs as a human. It allows you to kill a lone egg with a weak weapon without having to kill a dretch every few seconds. It makes killing an egg with a blaster something easy and not too dangerous.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

Undeference

  • Tremulous Developers
  • *
  • Posts: 1254
  • Turrets: +122/-45
Radar, Alien grenade, Base defence, Human respawn.
« Reply #19 on: September 05, 2006, 11:39:12 am »
If a dretch can't destroy a node, someone with a blaster should have difficulty accomplishing the equivalent.
Need help? Ask intelligently. Please share solutions you find.

Thats what we need, helpful players, not more powerful admins.

Stof

  • Posts: 1343
  • Turrets: +1/-1
Radar, Alien grenade, Base defence, Human respawn.
« Reply #20 on: September 05, 2006, 12:15:17 pm »
Quote from: "Undeference"
If a dretch can't destroy a node, someone with a blaster should have difficulty accomplishing the equivalent.

Why? Human base is hard to kill for aliens and alien base is easy to kill for humans. That's an important part of the gameplay of tremulous after all.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

Paradox

  • Posts: 2612
  • Turrets: +253/-250
    • Paradox Designs
Radar, Alien grenade, Base defence, Human respawn.
« Reply #21 on: September 05, 2006, 02:39:12 pm »
Play the game before you whine and make suggestions.

∧OMG ENTROPY∧

Lava Croft

  • Guest
Radar, Alien grenade, Base defence, Human respawn.
« Reply #22 on: September 05, 2006, 03:13:34 pm »
Make.. it.. stop...

4as

  • Posts: 32
  • Turrets: +0/-0
    • 4as Homepage
Radar, Alien grenade, Base defence, Human respawn.
« Reply #23 on: September 05, 2006, 08:51:58 pm »
Stop.. the.. spam...
MESS WITH THE BEST
DIE LIKE THE REST

RPG Game "Kamineko" in Flash

Juno

  • Posts: 245
  • Turrets: +0/-0
Radar, Alien grenade, Base defence, Human respawn.
« Reply #24 on: September 05, 2006, 09:12:05 pm »
Quote from: "4as"
Stop.. the.. spam...



hypocrite














oh dammit

kozak6

  • Posts: 1089
  • Turrets: +20/-26
Radar, Alien grenade, Base defence, Human respawn.
« Reply #25 on: September 06, 2006, 05:54:20 am »
Spam?  Please.

We haven't even had an Objection yet.