Author Topic: concerns with base's and buying equipment.  (Read 3674 times)

mindfray

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concerns with base's and buying equipment.
« on: April 02, 2006, 08:02:42 pm »
This game is going pretty well but some things i have noticed may have room for improvement. First off i think the amount of resources to make a base are a bit too small, games go quickly unless you move the base. A bit of a resource boost for both teams a new base item or somthing else could be used to keep games from going too quickly because of rushing and or the other team memorising where the other team spawns base.

maybe new maps with 1 to 3 random places each team's base spawns could add a bit more stragety and make matches longer and more interesting.
another issue is that i find it a bit cumbersome as a human to find the right weapon at the armory as after a bit alot of items pile up on the list, maybe some sort of quick catagorized menu for the weapons divded between weapon that use cells, or bullets, armor and accessories.

The casual gamer will probly not want to go through the trouble of finding scripting buy binds.
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Spooky

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Re: concerns with base's and buying equipment.
« Reply #1 on: April 02, 2006, 09:04:48 pm »
Quote from: "mindfray"
First off i think the amount of resources to make a base are a bit too small, games go quickly unless you move the base.

Timbo's way ahead of you ;) -- Server admins can change the amount of resources for each team with these cvars:

g_humanBuildPoints
g_alienBuildPoints

kozak6

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concerns with base's and buying equipment.
« Reply #2 on: April 04, 2006, 05:21:03 am »
The possibility for randomly selected starting spawns might make the game significantly more interesting.  It seems that most of the time, the teams elect simply to plop their bases down in the same spot each time, even when it isn't a terribly good spot.

OverFlow

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concerns with base's and buying equipment.
« Reply #3 on: April 04, 2006, 06:13:58 am »
I've played with the points for teams a couple times and have always ended in disaster.  Adding more than a few more build points forces the games into stalemates, especially in larger games.

Not too sure what less would do, but on one seems to want to test that...

Catalyc

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concerns with base's and buying equipment.
« Reply #4 on: April 04, 2006, 12:36:12 pm »
To be honest I think aliens coud use a couple of more buildpoints. Most of the games I've played where there is fairly skilled players on both teams the alien base gets raped and relocated at least once, of course, it is still a bit early to tell for sure as theres always a newbie feeding here and there.
ttp://tremmapping.pbwiki.com/

Dersaidin

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concerns with base's and buying equipment.
« Reply #5 on: April 05, 2006, 02:05:05 am »
I map for another Q3 based game.
Assuming you can have mapscripts it should be fairly easy to make randomized bases.

Something like..
Code: [Select]

game_manager {
spawn
{
accum 1 random 4 //random number between 0 and 3
accum 1 inc 1        //now between 1 and 4
trigger spawnpoints findspawn
}
}

spawnpoints {
findspawn
{
trigger spawns findspawn1
trigger spawns findspawn2
trigger spawns findspawn3
trigger spawns findspawn4
}
findspawn1
{
accum 1 abort_if_not_equal 1
trigger alien_spawn_1 position1 // this function would make the spawn actually move
trigger alien_spawn_2 position1 // etc...
trigger alien_spawn_3 position1
trigger alien_spawn_4 position1
trigger alien_om_1 position1
trigger human_spawn_1 position1
trigger human_spawn_2 position1
trigger human_spawn_3 position1
trigger human_spawn_3 position1
trigger human_react_1 position1
}
}