Author Topic: Building need a ckit...  (Read 2731 times)

Redman

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Building need a ckit...
« on: March 01, 2008, 11:39:56 pm »
Hello.

I was playing ET much time and i have an idea for Tremulous. In ET to build something you must stay near it and "fire" with the "building kit" and if you stop for too long it disappear and you must make new one... That can be nice in Tremulous. It can be also an anti-noob-builders. I mean players which mark/decon reactor, run into alien base and building in there. But in aliens that will be a little hard to build something. What do you thing about it?

TinMan

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Re: Building need a ckit...
« Reply #1 on: March 02, 2008, 09:04:50 pm »
...no.
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Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
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Circle

  • Posts: 93
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Re: Building need a ckit...
« Reply #2 on: March 02, 2008, 09:34:44 pm »
This would hinder reactor moves and potentially feed the aliens.

Assume that I am moving the reactor a few places back to say.. the corner on ATCS. The aliens somehow, figure out that the Human reactor is down and then rush us. I, poor ol me, am still forced to stand next to the reac and helplessly try to dodge around the reac with the aliens biting at my head. I ded.

Now, I respawn, and lookie, my reactor is gone because of the spawn queue because our teammates got ambushed.

==Troy==

  • Posts: 440
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Re: Building need a ckit...
« Reply #3 on: March 03, 2008, 08:45:30 am »
on the other hand, circle, if there were 2-3 builders helping you to "repair" the reactor, then it will spawn much faster than the current 30 seconds.

The concept is taken from gloom, where you have to "put" the buildable and then "repair" it to make it spawn.

Personally, the only thing I would suggest, is to make the buildable "de-spawn" when you build it in the new place. So you will have 2 buildings, one loosing health, another gaining it. Will create at least some kind of illusion of a proper de-spawn.