Author Topic: Some suggestions for an already accomplished mod.  (Read 6697 times)

sgtmattbaker

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Some suggestions for an already accomplished mod.
« on: June 13, 2008, 06:05:46 am »
Hello, I have not been playing long but I have noticed a few things that could be improved upon.

1) Teammates should not be able to destroy other teammates structures. 

2) Each builder has a max amount of stuff he can build and the team has a max amount.  I have played in several games where there are 50 turrets in the human base.

3) Aliens needs a way to counter equipment like machine guns.  They have for the most part no projectiles like the humans do, and even though they can walk on walls and are pretty speedy, the turrets are incredibly accurate.  Perhaps having an alien form (standard or evolved) with a limited invisibility/cloaking ability would be useful.

4) Have a limit on how many of certain things can be built.  Having 50 some acid tubes in the alien base and 50 some turrets in the human base makes the game a deadlock.  It also allows players to sit comfortably back while their structures kill for them.  Only those that are itching for some action seem to dare going into the base to try to get something accomplished, but of course it is a futile attempt.  Also, I have played in maps where so much has been built that moving isn't even a possibility in most cases.

The premise of this mod is a great idea and it is pretty fun, I just think that some team balancing issues should be worked on and some restrictions and/or limitations to certain structures should be made.

Thank you for this great game, there are other games that people pay for that aren't as entertaining.  Keep up the good work.

Pwn-Tastic-Bob!

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Re: Some suggestions for an already accomplished mod.
« Reply #1 on: June 13, 2008, 06:20:23 am »
I never noticed humans surviving by just sitting at their base and just letting the defences do all the work

 ???

seeeker

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Re: Some suggestions for an already accomplished mod.
« Reply #2 on: June 13, 2008, 09:42:25 am »
Give the game some more time, youll gain some more experience and learn strategies used by aliens to attack well defended bases. Its a pretty well balanced game imo.
try following the top players as spectator, youll learn a lot =)

Bajsefar

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Re: Some suggestions for non-standard, unaccomplished server side mods.
« Reply #3 on: June 13, 2008, 11:44:15 am »
50 'rets and 50 tubes in each base?
Seems like you have been playing in non- standard unlimited BP servers or something..

Standard you get.... ..7 turrets or something.

About the dodging thing: Aliens are INCREDIBLE at dodging.
You just have to get the hang of using it, never let your wasd-fingers rest a second! :)
Also, use walls and all the special abilities like pouncing, and the mara walljump.
And l2strafejump. :D
« Last Edit: June 13, 2008, 11:46:11 am by Bajsefar »

Bissig

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Re: Some suggestions for an already accomplished mod.
« Reply #4 on: June 13, 2008, 08:39:20 pm »
Hello, I have not been playing long but I have noticed a few things that could be improved upon.

1) Teammates should not be able to destroy other teammates structures. 

Leads to endless spam. Also, it is already possible to turn building ff off via a cvar

Quote
2) Each builder has a max amount of stuff he can build and the team has a max amount.  I have played in several games where there are 50 turrets in the human base.

50 turrets? 50 x 8 bp = 400 bp. You have played on some nutz server. It does not represent tremulous (If that is the mod you referr to)

Quote
3) Aliens needs a way to counter equipment like machine guns.  They have for the most part no projectiles like the humans do, and even though they can walk on walls and are pretty speedy, the turrets are incredibly accurate.  Perhaps having an alien form (standard or evolved) with a limited invisibility/cloaking ability would be useful.

Aliens are deadly enough already. Also: Advanced Grangers have spit, Advanced Goons have barbs, Advanced Maras have ZapZap and Goons just jump on the reacor to render all those 50+ turrets useless.

Quote
4) Have a limit on how many of certain things can be built.  Having 50 some acid tubes in the alien base and 50 some turrets in the human base makes the game a deadlock.  It also allows players to sit comfortably back while their structures kill for them.  Only those that are itching for some action seem to dare going into the base to try to get something accomplished, but of course it is a futile attempt.  Also, I have played in maps where so much has been built that moving isn't even a possibility in most cases.

Each server owner is responsible for the settings used. Don't blame high or low buildpoints on the game.

Quote
The premise of this mod is a great idea and it is pretty fun, I just think that some team balancing issues should be worked on and some restrictions and/or limitations to certain structures should be made.

Thank you for this great game, there are other games that people pay for that aren't as entertaining.  Keep up the good work.

blood2.0

  • Guest
Re: Some suggestions for an already accomplished mod.
« Reply #5 on: June 14, 2008, 01:56:52 am »
lol sst

Le Compilateur

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Re: Some suggestions for an already accomplished mod.
« Reply #6 on: June 14, 2008, 04:18:22 am »
There have been so many threads about this sort of thing (even I am guilty of making one or two). If you have an idea for a mod, please try to code it yourself. This shouldn't be too difficult if you've had any prior experience with C/C++. Why, I've only been writing Tremulous code for two weeks and I've already got a successful mod project going.

- Can't destroy teammates' structures: possible but could damage gameplay*
- Maximum amount of things you can build: possible
- Limits on different buildable types: possible
- Projectiles for aliens: already exist

* On servers with lots of players, you shouldn't be able to go around indiscriminately shooting things in an attempt to injure your enemies, safe in the knowledge that there will be no damage to your base.
« Last Edit: June 14, 2008, 04:20:13 am by Le Compilateur »
I'm a developer! If you'd like to contribute to the Equilibrium QVM project or download the latest version, please visit this thread.

QVMs now compile under Leopard; get the patch here. Requires SVN r1053 or later.

player1

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Re: Some suggestions for a new player
« Reply #7 on: June 14, 2008, 06:30:54 am »
plz play more

this thread has been deemed a number 10 crime against humanity

5 cents plz

edit: ^^^ plz klikit & lol ^^^


Lava Croft

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Re: Some suggestions for an already accomplished mod.
« Reply #8 on: June 14, 2008, 08:47:01 am »
Tremulous has long past the status of 'mod'.
Also, the same goes for you as for anyone. Try to get a grip on the game mechanics before trying to be smart enough to do suggestions that might, in your decriped view of the game, improve it.

Guy

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Re: Some suggestions for an already accomplished mod.
« Reply #9 on: June 14, 2008, 07:36:55 pm »
hmmmm lets see if I made a newbie post.

1) Teammates should not be able to destroy other teammates structures.

If you mean teammates should not be able to damage other teammates structures by attacking them then you can turn building friendly fire off. If you mean not allowing a teammates to deconstruct another teammates buildables then get an administrator to designate that builder.

2) Each builder has a max amount of stuff he can build and the team has a max amount.  I have played in several games where there are 50 turrets in the human base.

On an unlimited BP server I know of there is already a limit on the number of acid tubes and turrets that a team can have. The main reason for this is to reduce FPS plummeting and lag. I don't see the point in a limit for single builders, a limit on certain buildables for the entirity of the team makes sense though.

3) Aliens needs a way to counter equipment like machine guns.  They have for the most part no projectiles like the humans do, and even though they can walk on walls and are pretty speedy, the turrets are incredibly accurate.  Perhaps having an alien form (standard or evolved) with a limited invisibility/cloaking ability would be useful.

Aliens have the advanced dragoon, advanced granger and advanced marauder which all have a ranged attack. Those projectiles are good enough for anti-rett use and in certain occasions attacking humans. If you want invisibility then there is one mod for tremulous which gives you an invisible basilisk (tremX I think) and I know tremX has an item for humans which lets them become invisible for short periods of time.

The premise of this mod is a great idea and it is pretty fun, I just think that some team balancing issues should be worked on and some restrictions and/or limitations to certain structures should be made.

Try playing a bit more as you get better you realize trem is well balanced,  you just have to find servers that don't skrew around with settings too much and learn a few tricks.

Stannum

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Re: Some suggestions for an already accomplished mod.
« Reply #10 on: June 23, 2008, 11:48:28 pm »
I don't know what the fuck is going on in here.
Blue © 2004 Natural Selection.

Lava Croft

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Re: Some suggestions for an already accomplished mod.
« Reply #11 on: June 24, 2008, 02:12:56 am »
I split the Off-Topic talk into another thread, let's hope that this one gets back on track.
« Last Edit: June 24, 2008, 02:21:11 am by Lava Croft »

Feng Shui

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Re: Some suggestions for a new player
« Reply #12 on: June 24, 2008, 03:30:48 pm »
plz play more

this thread has been deemed a number 10 crime against humanity

5 cents plz

edit: ^^^ plz stop being a gaywad ^^^



Stannum :x

player1

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Re: Some suggestions for a new player
« Reply #13 on: June 27, 2008, 03:46:30 am »
Try playing a bit more.

Try to get a grip on the game mechanics before trying to be smart enough to do suggestions that might, in your decrepit view of the game, improve it.

plz play more