Author Topic: General musings  (Read 6138 times)

Molog

  • Posts: 72
  • Turrets: +0/-0
General musings
« on: June 05, 2004, 02:42:37 am »
Some stuff I keep forgetting to feedback. People might agree or disgree.

1. Chaingun is a bit too easy and good. Can kill dragoon with it in close range combat.
4. Flame thrower is too costly for what you can do with it at the moment.
2. A way to see what classes your teammates are and how many buildpoints are left would be useful.
3. Hydra gas attack is very powerful against non protected marines and useless against protected ones.
5. Killing batle suits giving two frags to aliens might be a good idea.
6. Too much time is spend on building.

Supa

  • Posts: 52
  • Turrets: +0/-0
Re: General musings
« Reply #1 on: June 05, 2004, 03:15:53 am »
Quote
1. Chaingun is a bit too easy and good. Can kill dragoon with it in close range combat.


I'm not so sure. I feel its balanced for its price right now.

Quote
4. Flame thrower is too costly for what you can do with it at the moment.


Agreed.

Quote
2. A way to see what classes your teammates are and how many buildpoints are left would be useful.


Would be nice, yes.

Quote
3. Hydra gas attack is very powerful against non protected marines and useless against protected ones.


Kind of agreed, I don't think the gas is too powerful but I feel Hydras have a very hard time against battlesuits.

Quote
5. Killing batle suits giving two frags to aliens might be a good idea.


Agreed.

Quote
6. Too much time is spend on building.


A slight decrease in the build time might be nice, yes.

Stannum

  • Posts: 336
  • Turrets: +108/-321
Re: General musings
« Reply #2 on: June 05, 2004, 04:57:42 am »
Quote from: "Molog"
Some stuff I keep forgetting to feedback. People might agree or disgree.

1. Chaingun is a bit too easy and good. Can kill dragoon with it in close range combat.
4. Flame thrower is too costly for what you can do with it at the moment.
2. A way to see what classes your teammates are and how many buildpoints are left would be useful.
3. Hydra gas attack is very powerful against non protected marines and useless against protected ones.
5. Killing batle suits giving two frags to aliens might be a good idea.
6. Too much time is spend on building.


1: I think the CG is pretty balanced right now. It costs quite a few credits and doesn't have much ammo. If you charge a CG head on you'll receive 200 bullets. You'll kill nearly anything with 200 bullets. We do need a new sound to make it feel stronger though :)

4: I like how 4 comes after 1 :)
I agree. Maybe a bit more dmg. Or make the flames reach out further.

2: Maybe some extra scoreboard info?

3: Hydra upgrade costs 2 frags, wouldn't want to make it too strong.

5: Dunno. 2 seems to be quite a lot for the current bsuit. Maybe up the protection a tad first.

6: Aliens can build really fast. only 5 sec timer for killing structures.
Blue © 2004 Natural Selection.

Crylar

  • Posts: 140
  • Turrets: +1/-0
    • http://www.pixeltongue.com
General musings
« Reply #3 on: June 05, 2004, 09:10:53 pm »
Flame thrower would be fine if the fire didn't go as slow as a player is runging, maybe dubble the speed of the flame to make it good.

Knowing how many build points the team has unused would be of great help for the team allso how many spawns the team has would be nice to know.



IMO we could reduce the wait time after haveing a building destroyd alot.
Your cries of agony... They are like music to my ears!"-Vega
My portfolio -> Da PixelTongue

Godmil

  • Posts: 115
  • Turrets: +2/-0
    • http://www.godmil.com
General musings
« Reply #4 on: June 09, 2004, 01:14:25 pm »
Love the sig Stannum :D

I think the flamer should be a little bit faster (at least 50%).. shouting fier while running is suicidal.

Stannum: a new sound for CG would be cool... maybe adding a kinda scream to it  8)

a problem if the build time is reduced is builders could rebuild bases faster than they can be attacked, which is bound to restult in stalemates... I think Timbos approach is 'if a team can mount a devastating attack on your base, then you're fuxed'  shorter games seem to be more fun, than constant seiges.

it would be nice if battlesuit kills got 2 points... since humans get a lot of money for killing larger classes.. but the balance seems fine at the moment.. I fear making a big change like this could be totally in the aliens favour... though its always worth a try..and I'm sure its not hard to code :)

Norfenstein

  • Posts: 628
  • Turrets: +81/-78
General musings
« Reply #5 on: June 09, 2004, 05:06:03 pm »
Quote from: "Godmil"
a problem if the build time is reduced is builders could rebuild bases faster than they can be attacked, which is bound to restult in stalemates... I think Timbos approach is 'if a team can mount a devastating attack on your base, then you're fuxed'  shorter games seem to be more fun, than constant seiges.


I think eliminating the build timer for destroying structures (and allowing structures to be destroyed while a timer is in effect) would speed up the pace of building (especially in the beginning of games which tend to be really boring with both sides camping/defending their builder) without giving an advantage in situations where a lot of stuff has to be rebuilt fast.

Stannum

  • Posts: 336
  • Turrets: +108/-321
General musings
« Reply #6 on: June 10, 2004, 03:52:49 pm »
Maybe only give a player 2 frags for killing a bsuit when he has less than x (maybe 2?) frags.
Blue © 2004 Natural Selection.

Timbo

  • Administrator
  • Posts: 447
  • Turrets: +155/-161
General musings
« Reply #7 on: June 11, 2004, 12:48:55 am »
I think the CG is fine now, although I agree about the flamer in that it's relatively ineffective for its price. Whether its price should be lowered or its effectiveness upped I haven't decided yet. I more or less agree with the battlesuit kills getting extra frags but I'm hesistant to implement that when the balance is otherwise relatively close. For the time being I really want to avoid functional changes and concentrate on numerical balancing, at least until Trem is officially released.

I'm afraid you aren't going to convince me on the build times. One thing I've always wanted to avoid in Trem (other than imbalance) has been stalemate games. Personally I really hate siege styles games, where you win by monotonous attacking. With the build time set to 10 seconds stalemate games were very common. It really took me a while to figure out the root cause. This was being able to rebuild a base faster than it could be destroyed. With the build time at 15 seconds I can't remember the last extended game. I guess I could reduce the destroy time a little, I'm not sure of the ramifications of this. The main idea behind the destroy time is to prevent abusive players destroying a base in next to no time.

Molog

  • Posts: 72
  • Turrets: +0/-0
General musings
« Reply #8 on: June 11, 2004, 01:48:10 pm »
The problem with the buildtimes is that it is somewhat boring for the builder. With the moving of buildings and occasionally rebuilding something it's quite possible to spend most of a game standing still, waiting for a timer to tick down.

A solution might be to reduce the hitpoints of turrets or give aliens some better turret destroying weapon and reduce buildtimes at the same time.

Norfenstein

  • Posts: 628
  • Turrets: +81/-78
General musings
« Reply #9 on: June 11, 2004, 11:16:26 pm »
Quote from: "Timbo"
The main idea behind the destroy time is to prevent abusive players destroying a base in next to no time.


Realistically I don't see much difference between someone destroying a base in next to no time and destroying a base in nearly next to no time, since build times are longer than destroy times anyway. If someone really wants to mess up a team they'll waste the build points making useless structures -- to fix that another player would have to sit through both destroy timers and build timers. And it might just be easier for a lamer to gun down friendly structures instead of destroying them legitimately -- we already see that in games as a (kludgy) workaround to the destroy timer.