Author Topic: Suggestion : Mod for more strategy.  (Read 11880 times)

RedGuff

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Suggestion : Mod for more strategy.
« on: May 14, 2006, 12:06:02 pm »
Hello. I suggest a mod that forbid Dretch and Rifle the first 3 minutes, in order to move the bases. This will greatly improve the strategy of the game, and will be reasonably easy to program. Thanks.
Fumer tue !

Neo

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Suggestion : Mod for more strategy.
« Reply #1 on: May 14, 2006, 01:24:15 pm »
Its really easy to do as it is, just you need teamwork.

Stof

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Re: Suggestion : Mod for more strategy.
« Reply #2 on: May 14, 2006, 01:35:41 pm »
Quote from: "RedGuff"
Hello. I suggest a mod that forbid Dretch and Rifle the first 3 minutes, in order to move the bases. This will greatly improve the strategy of the game, and will be reasonably easy to program. Thanks.
Yay ! I guess it'll be fun for the humans to kill an alien base with just the blaster :P
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.

Neo

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« Reply #3 on: May 14, 2006, 03:08:48 pm »
Though the novelty value of a ganger rush would be worth its weight in gold :D

[HUN]N.M.I.

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« Reply #4 on: May 14, 2006, 03:32:19 pm »
Someone suggested in another topic an invulnerability mutator, now that was a good idea (freshly spawned players cannot be harmed for X seconds).
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Survivor

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« Reply #5 on: May 14, 2006, 04:01:44 pm »
Quote from: "[HUN
N.M.I."]Someone suggested in another topic an invulnerability mutator, now that was a good idea (freshly spawned players cannot be harmed for X seconds).


Would it? As an alien player i love zipping into human bases, killing spawning, reequipping and healing humans and getting out. Wouldn't be an option like this.
Base defense IS the spawn protection and if teams can't get it right than it's their own fault for not watching out.
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RedGuff

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« Reply #6 on: May 14, 2006, 04:48:48 pm »
This is a strategy game !
Fumer tue !

next_ghost

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Suggestion : Mod for more strategy.
« Reply #7 on: May 14, 2006, 05:01:37 pm »
Quote from: "[HUN
N.M.I."]Someone suggested in another topic an invulnerability mutator, now that was a good idea (freshly spawned players cannot be harmed for X seconds).


Great idea, just like putting bases into places inaccessible by the other team. :roll: This works fine for Enemy Territory but you don't have to destroy enemy spawns there.
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Neo

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« Reply #8 on: May 14, 2006, 05:21:29 pm »
The idea is for fun rather than strategy, not everyone enjoys playing when the moment you join a game you're slaughtered before you get off the pad.

Survivor

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« Reply #9 on: May 14, 2006, 05:35:19 pm »
If you join a team and the moment you spawn get killed then the game will probably be over in a few minutes. Wait till the next round for a even chance.
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Lava Croft

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Re: Suggestion : Mod for more strategy.
« Reply #10 on: May 15, 2006, 01:16:24 pm »
Quote from: "RedGuff"
Hello. I suggest a mod that forbid Dretch and Rifle the first 3 minutes, in order to move the bases.


What the hell? Have you lost your mind? Go find yourself some competent teammates!

werepants

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Re: Suggestion : Mod for more strategy.
« Reply #11 on: May 18, 2006, 12:37:09 am »
Quote from: "Lava Croft"

What the hell? Have you lost your mind? Go find yourself some competent teammates!


Back off dude. :-?   i think it is reasonable for people to desire a little slower start to a game.  this is a strategy game, and anybody who plays starcraft knows that a lot of people like a "5 min no rush" rule or whatever.  Some people just enjoy the base building part of the game, and it is hard to do that much when you have bunches of enemies rushing your base.  :wink:  
however, the lack of weapons doesn't seem to be the most effective way to achieve the spare time at the beginning of the match.  Maybe instead a map could be designed that didn't allow players to attack bases for 5 mins or until stage 2 or something.  This could be done easily by a creative mapmaker through the use of teleports, automated defences, or terrain obstacles.  it could be very appealing to a lot of players.

btw, i think the idea of the forums is to be welcoming and helpful to players in order to extend the tremulous community, and get ideas for future mods, maps, etc...  There's no need to be insulting.  :-?

Stof

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« Reply #12 on: May 18, 2006, 01:07:54 am »
Giving the humans time to build an impossible to kill base isn't strategy, it's a receipe for long boring camping games. If aliens rush the humans, it's because humans rush to build a new base in the lame location of the day and so, aliens have to prevent it when the humans are the most vulnerable.
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.

werepants

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« Reply #13 on: May 18, 2006, 02:55:47 am »
giving 5 mins at the start of a map isn't going to allow an impossible to kill base.  any human base i have seen can be taken down with aliens that work as a team, provided aliens are at s3. :D   additionally, maybe the teams could start with nothing but a spawn, so there is a big emphasis on building but not so much time that there is no urgency.
seems like these ideas would highlight the RTS elements of trem, which isn't a bad thing(for those who prefer it).  Just as some like fast crazy action some like more laid back structure-based playing.  tremulous is flexible enough to allow both, and someones aversion to camping shouldn't mean that one element is neglected.  thats one reason i think servers specializing in one or the other is the answer. :wink:

Lava Croft

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Suggestion : Mod for more strategy.
« Reply #14 on: May 18, 2006, 03:25:13 am »
Hay, I'm wondering, how many hours have you play Tremulous thusfar?

Survivor

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« Reply #15 on: May 18, 2006, 08:54:53 am »
It isn't our aversion to camping, it's our aversion to making things easy. Bases can be moved pretty easily if players work together, there's no need to simplify it because moving under enemy fire is a challenge as well. Most people acknowledge that and like this challenge as you'll find out.
They can usually be recognized by the fact that they use teamchat a lot and move in groups even as aliens, unless they have to hold ground which they'll happily do alone. These are the players you should aspire to be and rely on to cover you as you move base.
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Ardbug

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« Reply #16 on: May 18, 2006, 02:08:55 pm »
Im a relative newbie to trem, so I really still dont have the perfect feel for the game dynamics, but I like how moving the base can make or break the game, that is a great strategic part of the round, if it was safe to move bases, then where is the strategy in that ??
I do however agree that it could use some work, maybe add a 1 minute conferrence break before the spawning starts, so the builders have a chance to decide on who is building, and who is deconstructing, and 1 minute would be enough to call for a reactor move, and make sure the builder have a few dedicated bodyguards with him.
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Survivor

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« Reply #17 on: May 18, 2006, 03:49:04 pm »
Quote from: "Ardbug"
I do however agree that it could use some work, maybe add a 1 minute conferrence break before the spawning starts, so the builders have a chance to decide on who is building, and who is deconstructing, and 1 minute would be enough to call for a reactor move, and make sure the builder have a few dedicated bodyguards with him.


I can see the use in this, it would be optional serverside and consist solely of teamchat. 1 minute is enough to set up a plan and it doesn't introduce the flaws of the previous idea. If people don't want to plan then everyone has at least 1 minute left to join before the fighting starts.
I wonder though if something like this doesn't already exist but is disabled by default, seems a lot like warmup from q3.
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next_ghost

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« Reply #18 on: May 19, 2006, 05:57:51 pm »
Yes, the good old warmup would be nice. Starting the game when everybody waits for team selection is not so good for strategy game.
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Aziere

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« Reply #19 on: May 19, 2006, 08:47:16 pm »
Basically, what you'd do is: Remove the waiting time to join teams in the beginning. But have a waiting time for the spawns instead. (So everyone can jump the queue immediately, and then just wait until it activates)

stahlsau

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« Reply #20 on: May 20, 2006, 12:47:12 pm »
Quote
Basically, what you'd do is: Remove the waiting time to join teams in the beginning. But have a waiting time for the spawns instead. (So everyone can jump the queue immediately, and then just wait until it activates)


That's a great idea imho. ATM, one can't really make  a plan cause noone really knows which team he will be on, and which team the others are.

Ardbug

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« Reply #21 on: May 20, 2006, 01:29:19 pm »
Quote from: "Aziere"
Basically, what you'd do is: Remove the waiting time to join teams in the beginning. But have a waiting time for the spawns instead. (So everyone can jump the queue immediately, and then just wait until it activates)


If you remove the 30 second wait timer, you will have a lot of late commers, when you instead open up for teams at 0:30, you fill the team rooster very very fast, wich means you wont have to repeat everything as people log in according to their connection speed/machine specs.
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Aziere

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« Reply #22 on: May 20, 2006, 03:32:12 pm »
Quote from: "Ardbug"
Quote from: "Aziere"
Basically, what you'd do is: Remove the waiting time to join teams in the beginning. But have a waiting time for the spawns instead. (So everyone can jump the queue immediately, and then just wait until it activates)


If you remove the 30 second wait timer, you will have a lot of late commers, when you instead open up for teams at 0:30, you fill the team rooster very very fast, wich means you wont have to repeat everything as people log in according to their connection speed/machine specs.


It's still 30 sec. You just get to join a team first. I see no bad point about it. It's tremendously better actually.

Survivor

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« Reply #23 on: May 20, 2006, 05:58:39 pm »
Quote from: "Ardbug"
Quote from: "Aziere"
Basically, what you'd do is: Remove the waiting time to join teams in the beginning. But have a waiting time for the spawns instead. (So everyone can jump the queue immediately, and then just wait until it activates)


If you remove the 30 second wait timer, you will have a lot of late commers, when you instead open up for teams at 0:30, you fill the team rooster very very fast, wich means you wont have to repeat everything as people log in according to their connection speed/machine specs.


Imagine it like this
yours
| 30 seconds wait to join teams|
ours
| 60 seconds wait to join teams and plan                   |
or
| 30 seconds wait to join teams| 30 seconds to plan   |
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Ardbug

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« Reply #24 on: May 20, 2006, 08:01:52 pm »
I see it like this.
0:00 game start
0:30 players join their teams
0:31 - 1:29 discussion of strategy
1:30 Players start spawning
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werepants

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« Reply #25 on: May 20, 2006, 08:50:26 pm »
I do like the idea of a designated planning time.  Different team communication and coordination has been talked about a lot in different threads, but I think it is obvious that it is needed one way or the other.  One thing that might help particularly in the area of building is if there was a way to distinguish builder-talk, whether that is a different channel(like team say vs. all say) or maybe builders would have a special color/icon/flag by their name when they talk.

btw, i am not saying that I would prefer to play in a game that has a slow start.  i like more challenging/realistic gameplay where rushing or camping or whatever strategy people dream up is possible. :wink:   but i don't think there is anything wrong with people who prefer more structured gameplay, and i think a lot of players like that.  ultimately, it would just allow for a more diverse audience for tremulous. wider appeal = bigger community = more development, resources, servers, etc = good. :D

Aziere

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« Reply #26 on: May 20, 2006, 10:00:17 pm »
Mine was:

0:00: Start game
0:00~: Join teams
0:30: Activate spawning

And now I hope everyone finally understands what I meant, because I'm getting confused over who which do and which don't.

Anyways, it should be a server option at least.

Workaphobia

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« Reply #27 on: May 21, 2006, 02:19:29 am »
What the heck? Disable rushing? This is as ridiculous as implementing a no rush rule in Starcraft. Suck it up and deal with the fact that you have to move fast if you want to live. If you're playing transit, for god's sake build some turrets. If you're on acts, remember to move them up before the dretches and goons come. Honestly, without the fear that the enemy can attack at any time, what kind of game would this become?

Vector_Matt

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« Reply #28 on: May 21, 2006, 12:43:24 pm »
I think you missed the point of the last several posts, we have a time before anyone spawns in order to plan what your going to do, then players spawn and it's just like normal tremulous.

werepants

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« Reply #29 on: May 22, 2006, 10:19:29 pm »
One potential problem/irritation - as it is, people select a side at the beginning of the map and then they spawn basically dependent on computer and connection stats.  would it be a problem if rather than people coming in one by one as their computers load, they all dumped at once on the spawns?  it probably wouldn't be a big issue, but it might annoy some to wait in line even after the planning period.