Author Topic: No regeneration if No OM.  (Read 6802 times)

==Troy==

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No regeneration if No OM.
« on: March 09, 2008, 03:15:48 am »
I personally think that this is a fair change for the gameplay, as it makes aliens more dependant on the buildings *(even in SD, even if OM can be rebuilt) without taking their usual regen away in a usual time.

The coding part is 1 line :
Code: [Select]
if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS &&
      level.surrenderTeam != PTE_ALIENS)
to
Code: [Select]
if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS &&
      level.surrenderTeam != PTE_ALIENS && level.overmindPresent)
in g_active.c

But as it has shown, this prevents the usual case of a "1 homeless tyr with 6 naked rifles and base", and generally gives more motivation for the aliens to keep their base safe.

Any comments are welcome :)

Her3tic

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Re: No regeneration if No OM.
« Reply #1 on: March 09, 2008, 03:19:31 am »
I say good Idea!  ;D

But the way Aliens are independent of their building is a part of the game and it's one of their advantage...

It'll probly make aliens even more Camping, just like some humans do... :(
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Atom Eve

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Re: No regeneration if No OM.
« Reply #2 on: March 09, 2008, 03:26:00 am »
IIRC, this change is already implemented on MGDev. But I may just be misremembering things.
}MG{Mercenaries Guild
Quote
<Atom_Eve> Haha. From the FAQ on the forums:
<Atom_Eve> "While Tremulous releases can take months to prepare, TJW can update his mod as soon as new changes are ready."
* Atom_Eve giggles relentlessly at "months".

Undeference

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Re: No regeneration if No OM.
« Reply #3 on: March 09, 2008, 03:48:49 am »
This has been the case on the EVIL server for a while and does work pretty well. At least I haven't had anyone complain about it, and it does keep the human/alien win rates pretty even.
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benmachine

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Re: No regeneration if No OM.
« Reply #4 on: March 09, 2008, 01:39:16 pm »
IIRC, this change is already implemented on MGDev. But I may just be misremembering things.
mgdev has 1/3 regen off creep. Which, if your overmind and eggs are down, is all the time.
benmachine

Atom Eve

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Re: No regeneration if No OM.
« Reply #5 on: March 09, 2008, 02:09:12 pm »
Ah, well, there you are. I suspected I was probably wrong. :D
}MG{Mercenaries Guild
Quote
<Atom_Eve> Haha. From the FAQ on the forums:
<Atom_Eve> "While Tremulous releases can take months to prepare, TJW can update his mod as soon as new changes are ready."
* Atom_Eve giggles relentlessly at "months".

Paradox

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Re: No regeneration if No OM.
« Reply #6 on: March 10, 2008, 10:04:18 pm »
Good, but WHEN WILL HOVELPORTS COME OUT

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==Troy==

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Re: No regeneration if No OM.
« Reply #7 on: March 10, 2008, 10:44:33 pm »
I can release an unfinished code (2 hovelports, no control over them (you cant set it back to normal if you apply patch)) Or I will release at least a small version with 2 hovelports and a controlling feature once I will get a chance to edit more than 2 lines of code.

Paradox

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Re: No regeneration if No OM.
« Reply #8 on: March 10, 2008, 11:24:11 pm »
Arright, just asking how it was goin.

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doomagent13

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Re: No regeneration if No OM.
« Reply #9 on: March 11, 2008, 01:58:11 am »
Back on topic...

I would say rather than stop it, just cut it in half or so...  Aliens, large ones in particular, need the regen in order to deal with the fact that you cant dodge everything.