Author Topic: Cataclaw's incredibly awesome suggestions  (Read 5472 times)

Cataclaw

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Cataclaw's incredibly awesome suggestions
« on: May 07, 2006, 02:46:06 am »
[1] Killing an egg or overmind yields the following message:

The overmind was killed by <player>
Alien spawn destroyed by <player>

Same for humans

[2] Killing a spawn or the overmind/reactor gives a frag/some credits

[3] Change the human "Come on!" taunt to "Get some skill!" and/or "Stop whining!"

I will be willing to supply my voice for this.


I will post more suggestions in this thread

b0rsuk

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Cataclaw's incredibly awesome suggestions
« Reply #1 on: May 07, 2006, 08:14:25 am »
Already implemented on some servers.

Further suggestions: the text should be in conspicuous color, such as ^3yellow.
-----------------
What I'd love to see:
- builder's name displayed for each building (would help with eggs built over abyss, or other very stupid builds)
- ability to check if there are any alien buildings 'powered' exclusively by this particular egg (Silverius claims it's hard to implement)
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

chompers

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Cataclaw's incredibly awesome suggestions
« Reply #2 on: May 07, 2006, 08:27:47 am »
Messages of major building kills would be great. Seeing what your teammates are building would be good as well, especially for aliens.

Building kill messages would be a good heads-up, with aliens it is often hard to tell if your backup eggs are still around until you're in the queue with 1 egg left and it's too late.

Those kinds of messages might encourage the campers to get out of the human base a bit more too.  :D

Silverius

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Cataclaw's incredibly awesome suggestions
« Reply #3 on: May 07, 2006, 09:26:09 am »
Quote from: "b0rsuk"
- ability to check if there are any alien buildings 'powered' exclusively by this particular egg (Silverius claims it's hard to implement)


Let me explain why I think this. The code for knowing which egg powers something seems to work like this: every once in a while an alien building not being an egg or overmind "thinks". The think function calls the findCreep function which checks if there's creep, it does so by first checking if the egg that "powered" the building (the parent pointer) is still alive. If not it uses a simple vector distance algorithm to find the nearest node and assign that as new powering egg. If this can't be done because there is no egg in range the findCreep function fails and the think function activates suicide.

Now it's not that hard to make a function to check how many eggs are in range, it's mainly some vector math really. However the problem is getting that information across to the client. The server and client communicate through a network protocol and this would have to be adapted to include the new information. Furthermore on the client side code would have to be added to store and show the information.

It's possible, it's doable, but it's non-trivial. In general anything that requires modifications in both server and client is difficult in my book as it touches many areas of code.

Norfenstein

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Re: Cataclaw's incredibly awesome suggestions
« Reply #4 on: May 07, 2006, 10:14:13 pm »
Quote from: "Cataclaw"
[1] Killing an egg or overmind yields the following message: ...

Wouldn't matter for the overmind, or if the humans had a defense computer, but otherwise it'd make stealth base attacks much less feasible. Which, I don't know, might be a good thing in making humans less afraid to leave their base.


Quote from: "Cataclaw"
[2] Killing a spawn or the overmind/reactor gives a frag/some credits

Spawns do give frags/credits. I don't think overminds/reactors do, but more importantly I think spawn kills should give team kills, so making base raids would actual help in staging up.

Quote from: "Cataclaw"
[3] Change the human "Come on!" taunt to "Get some skill!" and/or "Stop whining!"

Please no. "Come on" is for much more than, uh, being an ass. It's most useful as a command to teammates, as in "come on I need cover to move the fking base."

chompers

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Re: Cataclaw's incredibly awesome suggestions
« Reply #5 on: May 07, 2006, 11:05:50 pm »
Quote from: "Norfenstein"
I don't think overminds/reactors do, but more importantly I think spawn kills should give team kills, so making base raids would actual help in staging up.


This would favour humans so much it would break the game balance completely - or force the aliens into base camping. Humans destroy eggs easily and often, whereas aliens must spend time busting through turrets to even get near the telenodes. If you gave humans team kills for eggs, to balance it you'd have to also give them to aliens for taking out turrets.

In any case, the easiest (evilest) way to fasttrack stage 3 on either team is to secure an enemy spawnpoint and murder everything that comes out of it.

Norfenstein

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Cataclaw's incredibly awesome suggestions
« Reply #6 on: May 07, 2006, 11:23:03 pm »
Ah, you're right, I forgot about that. I'd say that in that case spawns shouldn't even give credits/frags but that might give people even more reason to spawn camp.

Catalyc

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Cataclaw's incredibly awesome suggestions
« Reply #7 on: May 08, 2006, 12:01:01 am »
1) I dont like the idea of warnings for when eggs/teles are destroyed, would ruin ninja runs (which I think can save games for when a team is behind by a stage or two). As for the spawn whoring problem, I'd like something like spawn-protection, so if someone is killed less than 3 seconds after he spawned, he doesn't count for stage kills.

2) I *think* killing the overmind gives credits, or maybe I just end up killing an alien or two everytime I get the OM.

3) Agreed with norf. The "Come On!" gesture has diferent meanings too :P
ttp://tremmapping.pbwiki.com/

b0rsuk

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Cataclaw's incredibly awesome suggestions
« Reply #8 on: May 08, 2006, 12:13:03 am »
Quote from: "Catalyc"
As for the spawn whoring problem, I'd like something like spawn-protection, so if someone is killed less than 3 seconds after he spawned, he doesn't count for stage kills.


Great suggestion. I want to see it implemented.
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

Stof

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Cataclaw's incredibly awesome suggestions
« Reply #9 on: May 08, 2006, 01:01:46 am »
Quote from: "Catalyc"
1) I dont like the idea of warnings for when eggs/teles are destroyed, would ruin ninja runs (which I think can save games for when a team is behind by a stage or two). As for the spawn whoring problem, I'd like something like spawn-protection, so if someone is killed less than 3 seconds after he spawned, he doesn't count for stage kills.

Well, it's their damn fault for leaving a spawn in an uncontroled zone :D They should be punished for that. Also, that's one of the things that make rushing base relocation for humans more dangerous so don't remove it.
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.

Cataclaw

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Cataclaw's incredibly awesome suggestions
« Reply #10 on: May 08, 2006, 01:39:27 am »
Suggestion #3 was a gloom inside joke, sorry :)

Lava Croft

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Cataclaw's incredibly awesome suggestions
« Reply #11 on: May 11, 2006, 02:52:54 am »
Quote from: "Cataclaw"
Suggestion #3 was a gloom inside joke, sorry :)


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