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Planned Development Games
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Topic: Planned Development Games (Read 148788 times)
mooseberry
Community Moderators
Turrets: +666/-325
Posts: 3934
Hello.
Re: Planned Development Games
«
Reply #150 on:
December 06, 2008, 05:38:12 AM »
Quote from: techhead on December 06, 2008, 04:32:16 AM
Try playing dretch versus a couple lucifer cannons with a mass-driver for backup.
Hmm? Was this ever supposed to be fair?
Logged
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]
मैं हिन्दी का समर्थन
~Mooseberry.
Norfenstein
Turrets: +81/-77
Posts: 628
Re: Planned Development Games
«
Reply #151 on:
December 06, 2008, 07:30:28 PM »
Game in 30 minutes (20:00 UTC) on the European server.
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amz181
Turrets: +64/-92
Posts: 885
Smoking KILLS
Re: Planned Development Games
«
Reply #152 on:
December 06, 2008, 10:16:24 PM »
Quote from: Norfenstein on December 06, 2008, 07:30:28 PM
Game in 30 minutes (20:00 UTC) on the European server.
hehe im still hoping theres a game going on :p i always manage to miss the time :p .
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BEST THREAD EVAR:
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Norfenstein
Turrets: +81/-77
Posts: 628
Re: Planned Development Games
«
Reply #153 on:
December 13, 2008, 07:35:43 PM »
25 minutes from now on the US server (dev.tremulous.net)
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Lakitu7
Tremulous Developers
Turrets: +120/-73
Posts: 1002
Watch for spinys
Re: Planned Development Games
«
Reply #154 on:
December 13, 2008, 07:52:21 PM »
When you play today, please also check out and give feedback on
third person spectating
.
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Norfenstein
Turrets: +81/-77
Posts: 628
Re: Planned Development Games
«
Reply #155 on:
December 20, 2008, 07:28:09 PM »
Game in 30 minutes from now (20:00 UTC, 15:00 EST) on Euro Dev (edev.mercenariesguild.net).
The big change for today is that
staging down has been removed
. It was pretty unpopular, and the thorough testing we did showed it didn't have the benefits I suspected it might, at least not to any significant degree.
Two minor changes as well (both suggested by Cadynum):
Repeaters' power zones can now overlap the reactor's zone (but still not other repeaters'). So you don't have to overextend as much to build forward.
Ckit repairing auto-fires - you no longer have to hold down secondary attack.
Logged
Matt2k10
Turrets: +11/-8
Posts: 144
Re: Planned Development Games
«
Reply #156 on:
December 21, 2008, 05:59:15 AM »
Quote from: Norfenstein on December 20, 2008, 07:28:09 PM
Game in 30 minutes from now (20:00 UTC, 15:00 EST) on Euro Dev (edev.mercenariesguild.net).
The big change for today is that
staging down has been removed
. It was pretty unpopular, and the thorough testing we did showed it didn't have the benefits I suspected it might, at least not to any significant degree.
Two minor changes as well (both suggested by Cadynum):
Repeaters' power zones can now overlap the reactor's zone (but still not other repeaters'). So you don't have to overextend as much to build forward.
Ckit repairing auto-fires - you no longer have to hold down secondary attack.
I wasn't able to play today, but I am definitely liking all these changes. Also auto-firing ckit is a godsend, thank you so much
Logged
Nux
Turrets: +257/-69
Posts: 1733
Re: Planned Development Games
«
Reply #157 on:
December 21, 2008, 03:25:08 PM »
Well many thought it was bugged because they were trying to hold it which would have the toggle switching constantly. Isn't there a way for a tap to register as a toggle but a hold to register as.. a hold?
Logged
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'Nux sux'.. Man, that's catchy!
kevlarman
Turrets: +291/-295
Posts: 2737
Re: Planned Development Games
«
Reply #158 on:
December 21, 2008, 05:17:25 PM »
Quote from: Nux on December 21, 2008, 03:25:08 PM
Well many thought it was bugged because they were trying to hold it which would have the toggle switching constantly. Isn't there a way for a tap to register as a toggle but a hold to register as.. a hold?
there is no toggle, it's just on.
Logged
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----
Seffylight
Turrets: +40/-26
Posts: 491
Re: Planned Development Games
«
Reply #159 on:
December 21, 2008, 05:27:23 PM »
Quote from: kevlarman on December 21, 2008, 05:17:25 PM
there is no toggle, it's just on.
As in it repairs whenever you're near something that needs repairing automatically?
Logged
Stop it. Seriously.
kevlarman
Turrets: +291/-295
Posts: 2737
Re: Planned Development Games
«
Reply #160 on:
December 21, 2008, 05:40:08 PM »
Quote from: Seffylight on December 21, 2008, 05:27:23 PM
Quote from: kevlarman on December 21, 2008, 05:17:25 PM
there is no toggle, it's just on.
As in it repairs whenever you're near something that needs repairing automatically?
you still have to point it injured buildings
Logged
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----
Nux
Turrets: +257/-69
Posts: 1733
Re: Planned Development Games
«
Reply #161 on:
December 22, 2008, 12:30:52 AM »
Alright. Well for whatever reason, secondary fire would make the repair fail.
Logged
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'Nux sux'.. Man, that's catchy!
kevlarman
Turrets: +291/-295
Posts: 2737
Re: Planned Development Games
«
Reply #162 on:
December 22, 2008, 01:33:14 AM »
Quote from: Nux on December 22, 2008, 12:30:52 AM
Alright. Well for whatever reason, secondary fire would make the repair fail.
no it wouldn't.
Logged
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----
Cadynum
Turrets: +29/-13
Posts: 222
Re: Planned Development Games
«
Reply #163 on:
December 22, 2008, 02:28:38 AM »
Quote from: Norfenstein on December 20, 2008, 07:28:09 PM
The big change for today is that
staging down has been removed
. It was pretty unpopular, and the thorough testing we did showed it didn't have the benefits I suspected it might, at least not to any significant degree.
Very nice, the games were much more enjoyable now!
Logged
Nux
Turrets: +257/-69
Posts: 1733
Re: Planned Development Games
«
Reply #164 on:
December 23, 2008, 07:38:17 PM »
Quote from: kevlarman on December 22, 2008, 01:33:14 AM
no it wouldn't.
So is it an intentional feature?
I'm not sure why you would want to prevent the ckit from repairing while you have it out.
Or do you mean that it doesn't stop the ckit repairing? If so you might want to check for yourself.
Logged
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'Nux sux'.. Man, that's catchy!
Death On Ice
Turrets: +126/-141
Posts: 1287
Re: Planned Development Games
«
Reply #165 on:
December 23, 2008, 10:54:39 PM »
What I gather from kevlarman's messages is:
When you have a construction kit, simply point it at buildings and they will repair.
Logged
Nux
Turrets: +257/-69
Posts: 1733
Re: Planned Development Games
«
Reply #166 on:
December 25, 2008, 09:11:23 PM »
Quote from: Death On Ice on December 23, 2008, 10:54:39 PM
What I gather from kevlarman's messages is:
When you have a construction kit, simply point it at buildings and they will repair.
Whereas holding the right mouse button will stop it from repairing.
Understand that I know what he's talking about; I was there, using this feature last saturday.
Logged
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'Nux sux'.. Man, that's catchy!
Roanoke
Turrets: +20/-22
Posts: 260
Re: Planned Development Games
«
Reply #167 on:
December 25, 2008, 10:05:24 PM »
Why not allow repairing/deconning while the build timer ticks down?
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David
Spam Killer
Turrets: +249/-273
Posts: 3543
David
Re: Planned Development Games
«
Reply #168 on:
December 25, 2008, 10:45:37 PM »
Because its a major balance change?
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Any maps not in the MG repo? Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone. I can't speak for anyone else, and there is no one who can speak for me. If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev. Nothing I say counts for anything.
Roanoke
Turrets: +20/-22
Posts: 260
Re: Planned Development Games
«
Reply #169 on:
December 25, 2008, 10:46:08 PM »
How so?
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David
Spam Killer
Turrets: +249/-273
Posts: 3543
David
Re: Planned Development Games
«
Reply #170 on:
December 25, 2008, 10:49:55 PM »
It makes a single human builder a lot more powerful, able to effectively do the job of two builders under the right circumstances, such as when aliens are attacking.
It would make it a lot harder for aliens to break the humans defences, as the humans would be able to rebuild and repair a lot quicker.
Logged
Any maps not in the MG repo? Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone. I can't speak for anyone else, and there is no one who can speak for me. If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev. Nothing I say counts for anything.
Roanoke
Turrets: +20/-22
Posts: 260
Re: Planned Development Games
«
Reply #171 on:
December 25, 2008, 11:06:13 PM »
I fail to see how one builder can do the job of several, as the time it takes to get 3 rets up doesn't change. It would also help during rapid decon of something.
Logged
Seffylight
Turrets: +40/-26
Posts: 491
Re: Planned Development Games
«
Reply #172 on:
December 25, 2008, 11:24:38 PM »
If you can't see how being able to both build and repair (or build and decon) at the same time wouldn't significantly change the current balance of the game, especially during base attacks, there must be a problem with you. Perhaps it wouldn't be allowing a single builder to do the job of several, or even double his efficiency, but it would still dramatically increase his base repairing potential. Imagine the human base is under attack. A tyrant just took out two turrets before the humans could take him down, but there is also an advanced dragoon sniping the reactor. You're the only human builder. You now have a choice to make: start building new turrets to replace the fallen defenses, or run to try to save the reactor from barbs by repairing it. Under your suggestion, you'd be able to do both, removing the tension and strategy from the situation, as well as significantly boosting your defenses against the aliens. Now imagine instead of you being the only builder, there are two of you. Currently, one could start rebuilding the turrets while the other repairs the reactor. Under your suggestion? Both turrets can begin rebuilding immediately, AND the reactor will get repaired TWICE as fast!
Besides, marked decon makes rapid decons easy and quick, so your point is moot.
Logged
Stop it. Seriously.
Roanoke
Turrets: +20/-22
Posts: 260
Re: Planned Development Games
«
Reply #173 on:
December 25, 2008, 11:28:03 PM »
But the rets wouldn't shoot immediately. You'd be able to get one ret up, which would quickly be chomped before being able to fire, and then the goon resumes sniping the rc. You can't build another one for like 30 seconds, more than enough for the goon to do serious damage and for the rant to come back.
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Bissig
Turrets: +103/-131
Posts: 1309
Re: Planned Development Games
«
Reply #174 on:
December 26, 2008, 04:33:42 AM »
In that case why not double the damage a rifler deals. I mean, ONE still wouldn't be able to take out that goon, would he...
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Roanoke
Turrets: +20/-22
Posts: 260
Re: Planned Development Games
«
Reply #175 on:
December 26, 2008, 04:35:33 AM »
But these are different things. One would be able to damage a goon more seriously.
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Mistah Thrax
Turrets: +0/-0
Posts: 13
Re: Planned Development Games
«
Reply #176 on:
December 26, 2008, 10:50:19 AM »
To be quite honest with you Roanoke, goons suck against everything but a turret and they still need to hit it twice, which means they can take out about one, and run like sissys.
The rant? if the human base has no turrets at all, its screwed and going to get rushed anyway. If it has so much as one turret, a builder with your idea could thwart an attack (with a bit of help) while building another. Also rants dont come flying back, almost everybody who uses them always runs away halfway across the map (like noobs) which gives you plenty of time.
If we really needed to heal rets while building more rets, wouldn't you expect humans to lose almost every single game?
No idea what a marked decon is...
Logged
Roanoke
Turrets: +20/-22
Posts: 260
Re: Planned Development Games
«
Reply #177 on:
December 26, 2008, 05:17:41 PM »
Quote from: Mistah Thrax on December 26, 2008, 10:50:19 AM
If we really needed to heal rets while building more rets, wouldn't you expect humans to lose almost every single game?
That's the most decent reason I've heard so far, and I admit you're right.
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Norfenstein
Turrets: +81/-77
Posts: 628
Re: Planned Development Games
«
Reply #178 on:
December 27, 2008, 07:51:33 PM »
Game in 10 minutes! US server this week (dev.tremulous.net).
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amz181
Turrets: +64/-92
Posts: 885
Smoking KILLS
Re: Planned Development Games
«
Reply #179 on:
December 27, 2008, 09:58:11 PM »
Quote from: Norfenstein on December 27, 2008, 07:51:33 PM
Game in 10 minutes! US server this week (dev.tremulous.net).
IMMM A COMIN!
why do i always post that, as if you want to know
BUT ILL NEVER STOP
EDIT: My comp froze when i was playing (my comps good) and its not the first time, i think last time aswell it froze...
«
Last Edit: December 27, 2008, 11:39:01 PM by amz181
»
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