Author Topic: Suggestion Guidelines  (Read 4052 times)

Survivor

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Suggestion Guidelines
« on: January 04, 2007, 03:07:56 pm »
Whenever suggestions are made the idea is there but there is a lack of good information on which to discuss it. Here's a list on what to think off when coming up with an idea

Weapons:
 - Damage per ammoround
 - Fire rate
 - Total carried Ammo, mention number of clips if applicable.
 - Range
 - Accuracy
 - Speed of round
 - Reload time
 - Use {select like grenade or use as main weapon}
 - {special effect}
 - type {kinetic/energy/other}
 - cost
 - stage at which it becomes available

Equipment:
 - Influence on hp
 - Influence on movement
 - Influence on weapon {ammo count/change in use/accuracy}
 - {special effect}
 - Compatability {can it be used with packs/bsuit}
 - cost
 - stage at which it becomes available

Alien Classes:
 - hp
 - speed
 - size
 - wallwalk/jump specifation
 - attack
 - {number of attacks per second}
 - {range}
 - {special effect}
 - evo cost
 - stage at which it becomes available

Structures:
 - hp
 - bp cost
 - size
 - use {/if defense structure see weapons for additional checklist}
 - {range}
 - {special effect}
 - build restrictions {not on slopes/walls/ceiling/within power/creep}
 - dependancies {dc?/power?/overmind?}
 - stage at which it becomes available
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Undeference

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Suggestion Guidelines
« Reply #1 on: January 05, 2007, 06:46:21 am »
Suggesting all of that is next to useless. It puts more of an emphasis on set amounts than the actual idea itself. Those amounts effect balance and any balance-related change has to be tested before coming up with definite values.
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kozak6

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Suggestion Guidelines
« Reply #2 on: January 05, 2007, 06:50:33 am »
Do you really think a n00b who has just played his second match and is requesting a Tyrant killing rocket launcher in broken AOL speak is really going to go through all that trouble?

Ksempac

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Suggestion Guidelines
« Reply #3 on: January 05, 2007, 07:59:00 am »
Undeference and kozak6 are right

I dont even know all theses values for current classes/weapons/buildings and i ve been around for quite a long time  :roll:
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Survivor

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Suggestion Guidelines
« Reply #4 on: January 05, 2007, 02:27:17 pm »
This isn't all necessary but when someone gives a suggestion of

Quote
I want a weapon to kill tyrants!!! omgzorz


We all become bored with coming up with the easiest counterarguments to stupid ideas. How many times have there been weapon suggestions which says something along the lines of "it does 100 damage and is instahit". and that's it.
This is just for those people who actually want to propose a thought out idea. I'm not saying you need to follow it but think about all aspects of the idea not just, hey i want a gun that does more damage. See it as a checklist of aspects which define a weapon which you can then fine tune your idea with.

Edit: Examples:
http://tremulous.net/phpBB2/viewtopic.php?t=3129
http://tremulous.net/phpBB2/viewtopic.php?t=2695
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Undeference

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Suggestion Guidelines
« Reply #5 on: January 05, 2007, 06:22:50 pm »
Quote
How many times have there been weapon suggestions which says something along the lines of "it does 100 damage and is instahit".
(BTW, questions, even rhetorical ones, end with question marks.)
That's exactly the point. How much damage the weapon does and what stage it should be available at is not really an idea so much as a specification. To illustrate, this should be discouraged
Quote
LOLOLOLOL I had this rily great idea were we make a weapon, rite? and the wepon does 500 damage per hit & fires 60 shots/sec and instantly hits. k? but it has a large (liek 90 degrese) spread
in favor of this
Quote
I think there should be a weapon that compresses matter so much that it generates black holes.
Need help? Ask intelligently. Please share solutions you find.

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Survivor

  • Posts: 1660
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Suggestion Guidelines
« Reply #6 on: January 05, 2007, 07:33:58 pm »
Quote from: "Undeference"
That's exactly the point. How much damage the weapon does and what stage it should be available at is not really an idea so much as a specification. To illustrate, this should be discouraged
Quote
LOLOLOLOL I had this rily great idea were we make a weapon, rite? and the wepon does 500 damage per hit & fires 60 shots/sec and instantly hits. k? but it has a large (liek 90 degrese) spread
in favor of this
Quote
I think there should be a weapon that compresses matter so much that it generates black holes.


Both are simply stupid outlines. The first because there would have been no thought of balance or even much else and the second because it only tells me what it would do in scientific terms. Although a background specification is useful as long as it does not include the effect in the game terms the suggestion is too incomplete to be discussed.

I'm not saying you have to complete the list, this isn't a requirement nor a rule. It is meant to help people decide on every aspect which defines a weapon/class/structure.

Quit bashing since this isn't meant to be the only way to make a suggestion, but it certainly helps towards making a complete one.

Although I doubt it will do any good if we keep on arguing about semantics. This is not a rule made by the devs, nor a requirement. It is simply a repository of the aspects that affect these weapons/classes/structures within the game.
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