Author Topic: Anti-Camping Ideas? [updated]  (Read 55244 times)

rotacak

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Re: Anti-Camping Ideas?
« Reply #30 on: November 19, 2008, 02:43:24 pm »
try playing on mgdev some more
And how? "VM_Create on UI failed" -> quit
enable downloads.
I have. It downloads somewhat texture pk3, then quit trem and in blue console is that error message. Using tjw client.

temple

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Re: Anti-Camping Ideas?
« Reply #31 on: November 20, 2008, 06:03:05 am »
The major problem is at Stage 3, humans can gear up and wait out the aliens.  Aliens beat against the human base and humans rack in the credits.  Then humans can counter attack the alien base once aliens have drained a lot of their evos.

Sudden Death helps to a point and only if aliens all rush at once. 

My suggestion is that some (not all) humans weapons should cost some credits to reload.  That way, you have to get kills to fuel camping or whatever.  Eventually people have to leave the base to do something instead of prolonging the game.

Also, the rant and the luci could be removed.  I think the game is a whole lot more fun pre Stage 3 for either team.  Once the game hits Stage 3, it grinds to a halt.



Hendrich

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Re: Anti-Camping Ideas?
« Reply #32 on: November 20, 2008, 06:40:05 am »
Quote
Also, the rant and the luci could be removed.  I think the game is a whole lot more fun pre Stage 3 for either team.  Once the game hits Stage 3, it grinds to a halt.

Bad idea right there. The rant is the big guy who could defend the base easily with it's large amount of health and powerful swipes. Goons won't put up much of a fight with 2/3 chainers grinding it, maybe it could take down a few chainers if its a good goon, but still, its not the most versatile alien to choose for raw defense and offense. And the Lucifer is used to destroy stubborn structures that aliens keep defending, so taking away that Lucifer can easily make game stand-stills a lot more frequent  :D.

But it would be interesting to see a mod like that in a game to prove otherwise. :/

David

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Re: Anti-Camping Ideas?
« Reply #33 on: November 20, 2008, 09:10:06 am »
My suggestion is that some (not all) humans weapons should cost some credits to reload.  That way, you have to get kills to fuel camping or whatever.  Eventually people have to leave the base to do something instead of prolonging the game.

I like that idea.  Make it cheap-ish, so it won't hinder real play, but will stop spam.  (Of course, a good player would still be able to spam, which is how it should be).
Maybe 100c for full ammo, scaled by how much you had left (including clips that were half wasted by reloads).  Also adds some new interestingness on ammo-management.
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Kaine

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Re: Anti-Camping Ideas?
« Reply #34 on: November 20, 2008, 09:28:02 am »
If that were to be implemented, I think it would go hand-in-hand with a mod that makes it so a reload does not waste the remainder of your old clip.

The Me

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Re: Anti-Camping Ideas?
« Reply #35 on: December 10, 2008, 07:04:26 pm »
Meh thought I'd bump this up with another quick idea inspired by zybork

How about having a "medic gun" something like all those class-based fps's out there. The classic thing to drop a small health pack or ammo. Or, straight from Team Fortress 2, a gun that a player can target a teammate with, and heal them constantly. I prefer the first one. The gun would of course have some type of regulator, like a recharge time on the hud (one for ammo one for health pack). As for incentive to be a medic, you could either have only the incentive of helping your teammates, or for the more selfish players (could also help noobs enjoy the game a little bit more by getting them some big guns) have the medic get a small token if one of the people they healed (and they are still by) kills an alien. Why I say they have to be around them is to prevent players from abusing this by hurting a teammate then healing them in base and letting the player run off while the medic earns creds. This way, they have to be out there helping. I personally like this idea better than my new alien class because it is much easier to add and would help stop camping and I personnally would love being a medic :D.

daenyth

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Re: Anti-Camping Ideas? [updated]
« Reply #36 on: December 14, 2008, 03:45:28 pm »
A medic gun would just give you situations where the noobs will camp with psaw and medic backup. An extra gun, even if it's a rifle or something weak, is still more effective.
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The Me

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Re: Anti-Camping Ideas? [updated]
« Reply #37 on: December 15, 2008, 03:28:44 am »
A medic gun would just give you situations where the noobs will camp with psaw and medic backup. An extra gun, even if it's a rifle or something weak, is still more effective.
That would be pointless (except for the medic) because the psaw could heal himself about 10 feet away on the medipad. It would take the medic longer to heal him then if he went to the pad.

Kaleo

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Re: Anti-Camping Ideas?
« Reply #38 on: December 15, 2008, 03:39:38 am »
How about having a "medic gun" something like all those class-based fps's out there.

The only game with a medic "gun" is TF2, which is major fail.

I think somthing more along the lines of a medi "kit" like in BF, ET, or even UrT.
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The Me

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Re: Anti-Camping Ideas?
« Reply #39 on: December 15, 2008, 06:01:27 pm »
How about having a "medic gun" something like all those class-based fps's out there. The classic thing to drop a small health pack or ammo

The only game with a medic "gun" is TF2, which is major fail.

I think somthing more along the lines of a medi "kit" like in BF, ET, or even UrT.
You left that part out. Many games have medics which will drop ammo and/or health packs. Team Fortress 2 is the only game I can think of which has a constant healing gun and I mention it later in my post "Or, straight from Team Fortress 2, a gun that a player can target a teammate with, and heal them constantly."

Please, before you post, read a post, understand it, consider what its proposing, then post. Don't read the first line and post a response thinking you understand what is being said.

Also, I disagree with TF2 being a major fail, I know many people who are practically addicted to that game and some of them left Tremulous for it. I personally think it is an amazingly fun game. Also, it has has a very large fan base thus showing I'm not the only one who thinks its fun and you may very well be in the minority by disliking it. From my experiences, its medic gun definitely enhances gameplay by allowing players to be healed without running all the way back to their base/spawn room.

Knowitall66

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Re: Anti-Camping Ideas? [updated]
« Reply #40 on: December 17, 2008, 06:30:59 am »
The Medigun suits Tf2 gameplay, however this is not Tf2.

Urcscumug

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Re: Anti-Camping Ideas? [updated]
« Reply #41 on: December 17, 2008, 01:56:48 pm »
Dropping and picking up items does not seem consistent with the rest of Trem gameplay, there's no such thing anywhere now.

@Kaine: I actually like the fact you can waste your ammo by reloading. It's very realistic. This is an actual problem and unexperienced soldiers are known to eject their clips half-empty in the heat of the battle.
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The Me

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Re: Anti-Camping Ideas? [updated]
« Reply #42 on: December 17, 2008, 03:13:55 pm »
The Medigun suits Tf2 gameplay, however this is not Tf2.

God damnit... Yes, in my post I suggested that the medic gun, if it was installed, maybe it could be made like the one in TF2. What my main idea for this new gun was, is a gun which drops little health packs. Of course this is not TF2, this is a proposal for a Tremulous mod. TF2's gameplay does not call for a medic gun at all... How does it suit Team Fortress gameplay and not Tremulous' (1) or is there somewhere in the Tremulous constitution which prohibits discussion of adding a medic gun? Why not try adding it, for it may just be a major step to keeping humans roaming around like the aliens do.

Dropping and picking up items does not seem consistent with the rest of Trem gameplay, there's no such thing anywhere now.

No shit... No one has added it yet, but it is possible.

(1): keep in mind there are numerous other games which use the idea of dropping health packs (and sometimes ammo packs) for other players, Starwars: Battlefront to name one (ETQW and Battlefield to name two other big games)
« Last Edit: December 17, 2008, 03:16:28 pm by The Me »

daenyth

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Re: Anti-Camping Ideas? [updated]
« Reply #43 on: December 19, 2008, 03:40:15 pm »
If you want it added, get your own server and do it yourself. Noone here will do it for you.
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The Me

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Re: Anti-Camping Ideas? [updated]
« Reply #44 on: December 20, 2008, 06:58:32 pm »
If you want it added, get your own server and do it yourself. Noone here will do it for you.

Please please please shut the fuck up. You cannot speak for the whole website and say that no one will do it because quite frankly not every one is as much of an asshole as you. I am throwing these ideas out there because sometimes there are people who know how to code who will take ideas from the website because they can't think of any good mod on their own. Maybe you aren't one of those people but, I wasn't asking you to personally do it, I wasn't asking anyone to do it. Just, sometimes when you have what you think is a good idea, it is better to share than keep it to yourself, in hopes that some person out there who is able to code it will see the same potential in it that you do.

Evoc

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Re: Anti-Camping Ideas? [updated]
« Reply #45 on: December 20, 2008, 09:55:50 pm »
You cannot speak for the whole website

Actually, I think I can speak for the whole website when I can say that daenyth should STFU and GTFO.

If you want it added, get your own server and do it yourself. Noone here will do it for you.

"Noone" is not a word.

On topic: I like your idea of a the repeater/reactor displaying the areas to which they will provide power, and I also think that it's the most easily-done of all your ideas. Good thinking. :)
« Last Edit: December 20, 2008, 09:57:41 pm by Evoc »
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chinchilla

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Re: Anti-Camping Ideas? [updated]
« Reply #46 on: December 29, 2008, 06:09:26 pm »
you know the new alien sounds awesome but i think it make humans camp even more.it'll kill them in their base before they get to attack it. besides the hive creature will make the aliens unbeatable.and im not convinced it will stop humans from  ::)camping ::)if you are still gona make it then you need a name i suggest that if it does the same thing as a hive they call it a hiver. oh ya you will need it in s1.because humans camp always.but i think it will make aliens invincibe so i suggest that u make like a huge thing with lots of hp like fire acid from a acidtube.it will stop them from camping if you bombard they with acid..but i still like the idea about the hive on legs.also you could give humans a break by making arms and medis free.(they could make froward bases with a reapeater)but you would also have to make the booster for the aliens free to.so the humans would have  the arm and medi free aliens would have the hovel and booster

The Me

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Re: Anti-Camping Ideas? [updated]
« Reply #47 on: December 30, 2008, 03:59:28 am »
you know the new alien sounds awesome but i think it make humans camp even more.it'll kill them in their base before they get to attack it. besides the hive creature will make the aliens unbeatable.and im not convinced it will stop humans from  ::)camping ::)if you are still gona make it then you need a name i suggest that if it does the same thing as a hive they call it a hiver. oh ya you will need it in s1.because humans camp always.but i think it will make aliens invincibe so i suggest that u make like a huge thing with lots of hp like fire acid from a acidtube.it will stop them from camping if you bombard they with acid..but i still like the idea about the hive on legs.also you could give humans a break by making arms and medis free.(they could make froward bases with a reapeater)but you would also have to make the booster for the aliens free to.so the humans would have  the arm and medi free aliens would have the hovel and booster

Well, like a hive it will have great difficulty attacking a moving human. Also, it will have an even harder time defending itself seeing that it has not melee attack. What I was picturing is it coming, getting some kills then irritating the humans enough to go out, find it, and kill it. But there still would be the problem of rants. One good rant can guard an exit of the human base, so giving them a weapon which could sit back, guarded by rants and drain the humans of the few credits they are getting while camping would be very cheap. Because when the humans went to go kill it, they would just feed the rants. So, that is why I  prefer the second or third idea.
    I would like to see the battles of trem take place in the middle of the map like a game of tug-of-war struggling to gain ground on each other while looking for a weakness in the defense so they can get to the main structures. I think both the second and third idea would help achieve that because as I have said before, the humans need to heal and get armor constantly and running back to base and allowing aliens to gain ground always ends up with the humans fighting to take a step out of their base. Thus, having a method of (full) healing in the battle field should prevent or at least begin to stop camping.

Kaine

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Re: ZOMG MEDGUN GAIZ!!!1!
« Reply #48 on: December 30, 2008, 10:42:05 am »
@The Me: While your enthusiasm is appreciated, you are arguing vehemenently for an (unoriginal) idea that barely worked in the game it was implemented in (TF2).  Mentioning it once is fine, maybe twice... but this is ridiculous.  You've made 6 posts now, supporting the same fail-idea (One that several members of the community have already tried to tell you is a poor one that you are welcome to implement on your own server).

Please, get some new material, or get out of this thread so that other people with better ideas can have a chance to share their thoughts with us.

(One would think that being the "Thread Creator" you, of all people, would have a desire to have new/beneficial ideas be heard, rather than being drowned out in a constant stream of "ZOMG MEDGUN GAIZ!!!1!")
« Last Edit: December 30, 2008, 10:47:43 am by Kaine »

Bissig

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Re: Anti-Camping Ideas? [updated]
« Reply #49 on: December 30, 2008, 08:51:51 pm »

--- snip ---

    I would like to see the battles of trem take place in the middle of the map like a game of tug-of-war struggling to gain ground on each other while looking for a weakness in the defense so they can get to the main structures. I think both the second and third idea would help achieve that because as I have said before, the humans need to heal and get armor constantly and running back to base and allowing aliens to gain ground always ends up with the humans fighting to take a step out of their base. Thus, having a method of (full) healing in the battle field should prevent or at least begin to stop camping.

That's what the Domination Mod is for...

jit

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Re: Anti-Camping Ideas? [updated]
« Reply #50 on: January 01, 2009, 12:31:52 am »
Sometimes I wonder what would happen if some of these class changes, new classes, new weapons, structures and functions were implemented into game. I believe that if this game had more options that camping would lessen some and the gameplay would change. Moreover, I like the alien class thing. I just imagine a giant cardboard box thing the size refrigeratores come in and slowly moving. As for the medkit thing, I think there could be an additional bonus in the armoury that would be like 100c or something that would be a 3medkits of 100HP in one package or something. Something like in Pokemon. LOL. Like you could buy something for cheap like an antidote for like 25c to stop poison but heal nothing, or a larger health pack that would include 5 medkits of 100HP in one package for 175c. But i like both ideas :)

The Me

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Re: ZOMG MEDGUN GAIZ!!!1!
« Reply #51 on: January 06, 2009, 03:02:52 am »
@The Me: While your enthusiasm is appreciated, you are arguing vehemenently for an (unoriginal) idea that barely worked in the game it was implemented in (TF2).  Mentioning it once is fine, maybe twice... but this is ridiculous.  You've made 6 posts now, supporting the same fail-idea (One that several members of the community have already tried to tell you is a poor one that you are welcome to implement on your own server).

Please, get some new material, or get out of this thread so that other people with better ideas can have a chance to share their thoughts with us.

(One would think that being the "Thread Creator" you, of all people, would have a desire to have new/beneficial ideas be heard, rather than being drowned out in a constant stream of "ZOMG MEDGUN GAIZ!!!1!")

How kind, first, I am not holding anyone back from posting new ideas, for god sake I have been waiting for some one else to share an idea since the beginning of the thread. Why I have stated the same thing is to clarify and emphasize important details of an idea, some people provide their criticism on one of my ideas and I retype certain parts that they seem to have missed when they read it. The reason I seem to "argue vehemenently" for the "Medic Gun" is because it has been the one most commented on.

At least I am posting ideas instead of only making one post flaming my attempts to get some ideas to arise. You really think you are doing any good by posting that? So be it if you don't like my ideas, think of your own if you think they will be better, I have pointed out the flaws in each of mine and do not think they are the best or only ideas out there.

Side note: just like every other time I am going to summarize something because you seem to have skipped over it in you rush to flame me.
I was more speaking of a medic gun or some similar ability which allows a player to drop health boosts for his teammates (Quite a few games have this). But I mentioned the possibility of a gun similar to TF2's.

There are no completely original ideas. They all have been done before in some way shape or form. There is only modified designs for instance the hive, they took a beehive and modified it for use in a game. For my new class suggestion I took the hive and combined it with a siege weapon.

Now I will ask you what you asked of me:
 "Please, get some new material, or get out of this thread so that other people with better any ideas can have a chance to share their thoughts with us."
« Last Edit: January 06, 2009, 03:04:40 am by The Me »

Kaleo

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Re: Anti-Camping Ideas? [updated]
« Reply #52 on: January 06, 2009, 02:03:33 pm »
Kaine raises some valid points, The Me.

Anyway, I think that a system best suited to Tremulous would be one similar, but not the same as, the healing system in Urban Terror. As far as game mechanics go, Frozen Sands have done a pretty good job.

Something like this for Tremulous could be better suited if it was more like a medic "melee weapon", not unlike the Strogg healer in ET:QW.

I mean this:
Wounded Player is approached by Medic Player.
Medic Player equips his First Aid tool.
Medic Player holds down attack to heal Wounded Player.
Both players may move while healing, but healing will be slower, and they must remain in close coherency.

Well, that was basically a cross between UrT's medkit and ET:QW's Strogg medkit.

If someone comes up with a truly original idea for a medic, they will receive a giant e-cookie from me.
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StevenM

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Re: Anti-Camping Ideas? [updated]
« Reply #53 on: January 06, 2009, 08:47:34 pm »
Wanna get rid of camping? Code some leet turrets that fire at humans if they remain in their vacinity or stand on them for a certain period of time. Thats how you get rid of camping.

Syntac

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Re: Anti-Camping Ideas? [updated]
« Reply #54 on: January 06, 2009, 09:06:01 pm »
It's been done.

Hendrich

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Re: Anti-Camping Ideas? [updated]
« Reply #55 on: January 06, 2009, 10:42:53 pm »
It's been done.
And it backfires too, depending if you say the result is positive to gameplay or not. Everyone is S3, all aliens are tyrants and your in your base unable to fight against the tyrants without being killed. You can argue that its the humans fault for feeding the aliens to S3 and not being cooperative or skillful enough to team up against the tyrants and at least get one kill, but its still a pain in the ass to get turrets and tyrants fighting against you if you can either feed or get radiated/shot at. But once again, it depends on how long it takes for a human to camp, and its unlikely a human will last long enough to survive hungry tyrants.

And now back to the ever-lasting medgun idea. It seems fair to implent, and Kaleo's version of the Medgun seems balanced. You can move and heal if you want to, but it won't heal much or turn tables if a player decides to think that a Med-gunner + B-suit Chaingunner = Win because an alien can still kill the chainer. If they want to heal, they'll have to stay in one place where they run the risk of being defenseless when jumped or found.


player1

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Re: healthboost
« Reply #56 on: January 07, 2009, 10:16:14 am »
If someone comes up with a truly original idea for a medic, they will receive a giant e-cookie from me.

The Medic has a limited number of Healthboost Hypodermics, which he can administer to other players. When he wants to expend one to heal a particular player, he arms it by pushing the Use Item key, and before he actually gets charged for it, he has five seconds to aim at and lock on a teammate (like he cracked a vial, and the fluids are mixing). If he locks onto a teammate within the five seconds, that teammate gets the potential of a certain healthboost, but it doesn't kick in immediately. The Medic hits the Use Item key again to actually administer the shot. Then after a brief pause, the wounded player begins to regenerate health. A delayed-action needle-administered medkit with a slow healing rate, that a Medic can carry and shoot up other players with. Carry limit 3 to 5-ish? Health boost equal to half a medkit, and takes longer to take full effect. Just like Adv. Goon barbs, you only get a couple, and then you would need to either visit a Medi, or possibly buy some at the Armoury (would depend on balance; pick one). For icon, etc., appropriate from Q3a, if possible.

Oh, yeah, like every drug, there's a slightly annoying side effect. For every shot you take within one spawning, you lose either speed or stamina, or possibly both. So you can get that health jolt, but you can't run as fast or jump as high. So Lucisuit and Medic means that after two healings, Lucisuit can't lift his feet, and runs about as fast as molasses.

Can has cookie nao?

Kaleo

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Re: Anti-Camping Ideas? [updated]
« Reply #57 on: January 07, 2009, 03:30:08 pm »
Kaleo's version of the Medgun seems balanced.

Except that it wasn't a gun.

Also, here's your e-cookie, player1.
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amz181

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Re: Anti-Camping Ideas? [updated]
« Reply #58 on: January 07, 2009, 10:50:46 pm »
the easy way to not stop camping but remedy it is to build forward base(s). consisting of booster, egg, hive and tube.

When done, the game ends in a matter of minutes.

Kaleo

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Re: Anti-Camping Ideas? [updated]
« Reply #59 on: January 07, 2009, 11:28:34 pm »
the easy way to not stop camping but remedy it is to build forward base(s). consisting of booster, egg, hive and tube.

Considering aliens don't really camp anyway, and humans just don't build forward bases, your idea is flawed.
Camping has been a part of Tremulous since the dawn of time. To be Human is to Camp.
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...