Author Topic: Base Deconstruction, pros, cons, discussion?  (Read 32336 times)

Paradox

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Base Deconstruction, pros, cons, discussion?
« Reply #30 on: July 10, 2006, 04:33:46 am »
The easiest way to deconn a base is with a painsaw. If you are moving, one builder in the target location, and one psawer at the old base, you will move faster than anything else.

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nex

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Base Deconstruction, pros, cons, discussion?
« Reply #31 on: July 10, 2006, 05:59:46 am »
it's at best pointless, at worst very dangerous, to deconstruct faster than the builder can rebuild. OTOH, you can defend yourself with the painsaw while waiting for instructions to decon more. (you lose the ability to check available build points yourself.)

PIE

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Base Deconstruction, pros, cons, discussion?
« Reply #32 on: July 10, 2006, 06:02:29 am »
Deconning is a big problem
Voting about decons isn't the answer...
1-system.. 1 billion votes, 2 systems.. 2 billion votes... it could  get extremely annoying to have 2 votes going on at once...

The move option as opposed to decon seems like a good idea to me... but sometimes you HAVE to free up points for something someone wants to build somewhere else.. you have to decon an egg, and will not be building another egg etc... if you do the decon but not the reconstruction that someone else might want to do immediately.. you get negative points..  you won't be getting positive ones.

What bothers me a bit is.. decon is 1 button.. and the turret or whatever is instantly gone... I think the person who is deconning should have to stand by the thing they are deconning while it decons... have some kind of beam or something so you can see them doing it. This would fit in with the way the game goes along.. and you see some guy run up to your armory and start deconning maybe there could be some way for people to stop that.. that ISN'T voting....

PierreF

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Base Deconstruction, pros, cons, discussion?
« Reply #33 on: July 10, 2006, 11:21:15 am »
Maybe allow decon of some building, and force moving of important building (reactor, last telnode, last armoury, ...)
It still allow base moving, and avoid lamer deco.

Some servers already forbide deco of last telenod

Commoner

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Base Deconstruction, pros, cons, discussion?
« Reply #34 on: July 10, 2006, 11:53:46 am »
A very simple solution is to not allow players who just switched teams or who have just joined in the middle of the game to deconstruct right way. Maybe allow them to deconstruct things if they have been playing on the team for atleast 5 to 10 minutes (perhaps this should be configurable as an svar on the server). This would certainly help prevent people from switching teams and deconstructing everything right away or griefers who just connect to a server, deconstructe everything and then hop over to the next server to do the same thing.

Another idea might be to make it take time to deconstruct structures the same way it takes time to construct them. Honestly though, it doesn't make much sense that deconstructing buildings is done instantly but building them takes a good amount of time. During the time the building is being deconstructed, other builders (or perhaps even normal players) in the area should be able to cancel the deconstruction by using the building.

The moving idea is fairly good but there are cases in which it will cause a team to loose. This can be avoided, however, by reversing the process for important buildings such as the Reactor, Overmind, Eggs, and Teleporters. Instead of going over to the current building to select it for moving, you instead need to mark the area you want to move the structure to first. So if you want to move the Overmind to the next room, a player must first go there, mark it out as the new location for the Overmind by building a "phantom" Overmind there then return to the current Overmind and deconstruct it. Of course, the player deconstructing the building does not necessarily have to be the same player who marks out the new construction area. So theoretically, if you have two players cooperating to move the Overmind, it could be moved just as quickly as you could move it now. If there are any enemy players or structures near the given area at the time, the decostruction should simply fail.

Admitedly it would be a bit complicated and unintuitive but players who decide to move important base structures should be experienced players to begin with anyway.

Norfenstein

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Base Deconstruction, pros, cons, discussion?
« Reply #35 on: July 10, 2006, 10:39:39 pm »
Quote from: "nex"
this is a quite longish post...

...and I didn't read all of it, just up to the point where it started sounding like the system already planned for the next version of Tremulous: instead of deconstructing things structures will be markable as surplus and automatically removed when their points are needed elsewhere. So malicious players could do no more harm than simply ignorant players and everyone else would have plenty of time to take administrative action if necessary.

nex

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Base Deconstruction, pros, cons, discussion?
« Reply #36 on: July 11, 2006, 12:57:14 am »
Quote from: "Norfenstein"
instead of deconstructing things structures will be markable as surplus and automatically removed when their points are needed elsewhere.

this is just about perfect. just in case it's not already planned anyway, i'd like to suggest this addition: the list of surplus structures considered for removal should be sorted and filtered. an example: if i build a tesla generator, the first thing that would be removed would be another tesla generator, if one is marked as obsolete/surplus. turrets would come next in the sorting. a reactor or defense computer would never be removed (thus filtered out of the list), as this doesn't make any sense. the last spawn can't be removed this way either, only by building another spawn. maybe, but this might be a matter of taste, do the same for the armoury. people could still destroy their own structures by brute force, but such an action is quite visible and obvious to others, unlike an overmind suddenly popping out of existence because it was marked as surplus by someone who meanwhile is a basilisk.

for the sake of completeness, but not required reading at all (except for the terminally bored), some notes i took reading through other posts here:

> sometimes you HAVE to free up points for something
> someone wants to build somewhere else
absolutely true. but you can still do that under my simplistic boo-boo-point system. all it does is promote teamwork, e.g. you should always inform your team before you move a reactor or an overmind, and the auto-vote just is another incentive for doing that.

the rule of thumb here is: don't do things against the will of your team. recently i spectated on ATCS; one guy wanted to move the human base into the middle of the map, but couldn't even get a reactor up, because no one covered him. his teammates were either unaware of what was going on, or unwilling to support the plan. even if he had played like a pro, he would still have been perceived as a griefer by everyone else.

thus, consensus is important. if a builder accidentially triggers a kick-vote, it can just be ignored. you'd only have to vote "no" if some lamer voted "yes" without a good reason, to cancel that "yes" out. now if i, say, removed a turret to build a second spawn, i would only get kicked for that if more than half of my teammates were conspiring to unfairly boot me. not a big deal.

> and you see some guy run up to your armory and
> start deconning maybe there could be some way
> for people to stop that.. that ISN'T voting
this sounds like a very neat idea for a someday/maybe wishlist. don't put the decision making process in the HUD, but play it out right there in the space of the map -- i like that. however, as Paradox said, the easiest way to decon is still the painsaw.

> Maybe allow decon of some building, and force
> moving of important building (reactor, last
> telnode, last armoury, ...)
that's a very good suggestion. i hadn't thought of this yet: make a distinction between just a telenode and the last telenode. you could also treat a defense computer differently, depending on whether tesla generators are present.

> Maybe allow them to deconstruct things if they have been playing on the team for atleast 5 to 10 minutes
this means that in the first 5 to 10 minutes of a new map, either no one at all can deconstruct, or you make an exception for that and griefers who just connected can still wreck a game. this solution hinders bona fide necessary deconstruction and still has huge loopholes for griefers. i think it's poorly thought out.

> Another idea might be to make it take time to
> deconstruct structures the same way it takes
> time to construct them.
this wouldn't help in the least. i'm not going into details now, as this post is quite long already, but as long as no one comes up with an idea about how this delay could help more than annoy, it's not a good suggestion.

> The moving idea is fairly good but there are
> cases in which it will cause a team to loose [sic].
not really. it's true that you first have to go to the current building and then to the site of the new instance, in order to move it. but that's exactly as it already is now, thus 'the moving idea' wouldn't cause anything.

furthermore, you have to be aware that the 'reverse moving idea' is just a safeguard against a move being foiled by the enemy team. currently, this is an integral part of the game: they can attack your new, not-yet-finished reactor, but you can also attack their new overmind; it's all fair. if you are a defensive player, and it is more important to you that your base is up than that the enemy base is going down, it's understandable that you would like it to be more difficult to decon a reactor without a new one already being built. but if that was changed, gameplay would be quite a bit different, everything would have to be rebalanced again, and it would have to do nothing with laming or griefing. yes, it is a bit complicated and unintuitive, and it also doesn't change much for experienced players. for two experienced builders moving something together, it's a matter of the new structure being built one second earlier or later, with respect to the deconstruction of the old building.

PIE

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Base Deconstruction, pros, cons, discussion?
« Reply #37 on: July 11, 2006, 01:10:33 am »
If you decon something to free up points under the boo-boo system you get negative points.. you don't get them back for someone else using those points elsewhere to build something.

You should inform your team, and only move if you can get some cover. A lot of the time your team will just want to attack and not cover you and you'll end up deconning something and trying to move it and get killed and they will try to kick you... so if they won't cover it might just be best to leave it.

The delay might help someone notice if someone was deconning something. You couldn't just run up to something, press a key, and it dissapear... its not a great solution, just a thought... painsaw should definately get some neg points for TKing a structure.

But I think by far the best/easiest solution is to not allow immediate decon for people that switch teams... though if your a good builder who selects the wrong team, and switches over and wants to move.. sucks for you.

The only real problem with marking things for movement is if someone marks 2 turrets and moves the wrong one... or some greifer marks everything in the base and when the mover gets to the new location they can't tell what they are moving from where..... but even that isn't as annoying as someone randomly deconning things.

nex

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Base Deconstruction, pros, cons, discussion?
« Reply #38 on: July 11, 2006, 05:04:37 am »
Quote from: "PIE"
If you decon something to free up points under the boo-boo system you get negative points.. you don't get them back for someone else using those points elsewhere to build something.

thanks for the correction, i hadn't thought of that. huge gaping hole in my system. it's only a problem if two builders thought they had reached consensus about a cooperative move, but the others just didn't pay attention and afterwards vote against it despite not knowing what they're voting about. however, such people aren't exactly scarce, so i guess we can bury that idea.

of course you could get the points back if someone else finished the moving, except if the new structure is built very close to where the original one was, because that doesn't qualify as moving. however this is a very small patch for a big hole, as often when you have to rebuild something important anyways, you'll make the best of it and build it in the best possible playce, which may not be the original one.

Quote from: "PIE"
The delay might help someone notice if someone was deconning something.

yes, but i'm not convinced it helps more than it annoys. it gives you time to get ready to rebuild the reactor. OTOH, you can only rebuild it after the original one disappeared, so if you really do want to move it quickly you're hosed, and having to rebuild it is a minor hassle compared to all structures but spawns not functioning for a while.

i'm sure the idea would make a lot of sense combined with a different approach to building/moving, just on its own it doesn't offer so much bang for the buck.

Quote from: "PIE"
But I think by far the best/easiest solution is to not allow immediate decon for people that switch teams...

trouble is, most griefers don't switch teams before they've done major damage already. with that change, they'll just switch teams even less. basically this suggestion goes in the direction of building a trust system. however, such systems are immensely difficult to build; this would be a topic for a master's thesis, not for a couple of guys making a mod in their spare time. you have to consider that the servers themselves can't be trusted much more than the players.

Quote from: "PIE"
or some greifer marks everything in the base and when the mover gets to the new location they can't tell what they are moving from where.....

i think i've got that pretty much covered with the addition of sorting and filtering the list of structures to be removed when building a new one (while not having enough points to just building it in addition to all others). something will only be removed if you'd have had to remove it anyways. if you'd have to remove a turrets and all are marked surplus already, you can't choose which one will be removed, but this could be countered by making the marking reversible.