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Agent

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Posts posted by Agent

  1. I want to say that the amount of additional code actually required should be relatively nominal. When you actually get the models and such ready, I might help you out as far as that goes. Please note however, that I will not help with user interfaces (I generally avoid working on UIs).

  2. I can get a server online, though I'll likely be sleeping through this due to spending far too much time watching anime and hunting memory leaks :S

    I'll see if anybody is interested in operating the server for the day (if not, I might look into acquiring a large volume of Dr. Pepper).

  3. I'm actually perfectly fine with the countdown timer as it is. It's not only an exceptionally noob friendly mechanic, but it also means GDI doesn't have to fear the omnipresent Stealth Black Hands (especially on non-defense maps). Removing the timer would be an absolutely terrible idea. Reducing the timer to something as drastically short as 5 seconds would also be an absolutely terrible idea, not only because the already steep learning curb would become steeper for new players, but because this would become just another source of frustration for existing players (thus reducing the "fun" aspect).

  4. Here's a progress update!

    The new address for this is: http://ladder.renegade-x.com/ or http://leaderboard.renegade-x.com/

    I've added substantially more data to user profiles, which show information about how players perform on specific teams. Keep in mind that since this is new data that wasn't previously collected and stored, the values will be 0 for all players until players complete more games.

    Planned features:

    * Add "Next" and "Previous" buttons to user profiles (i.e: when you press "Next", you go from player ranked #2 to player ranked #3)

    * Potentially add even more statistics about players, if I can think of any.

    * Possibly separate the GDI/Nod rows from the "Combat Record" table.

    * Possibly change the colors of the GDI/Nod rows to gold/red.

    * Add "Game Database", which is will be a database of every game completed with tons of statistical information.

    * Add "Games" table to player profiles (essentially a table of links to game database entries)

    * Display a player's highest-scoring game on their profile

    • Like 1
  5. We could try to structure the PUG almost like a tournament for a week.

    1) Split into 4 randomly generated teams.

    2) Both team sets conduct a best of 3, simultaneously

    3) Winning teams do a best of 3, while the losing teams do a best of 3 simultaneously

    This should help keep the games competitive, sanely sized, fun, and challenging. It also gives players even more to work towards.

  6. But the game is still in Beta, and to create a fully fledged tutorial right now would make it quickly obsolete in future patches. I'm all in for explaining the basics of the basics in detail, trying to absorb too much in a single period of time only makes you forget most of it. That's why i liked the very straightforward and simplistic tutorial C&C Renegade had.

    Yeah, that's part of why I suggested what I did; the only thing that I anticipate even maybe changing out of the things mentioned would be the mining system. Wouldn't be too hard to remove and replace that small bit, though. The unintuitive limits are important enough in the current system that they must be explained so that players don't mine poorly. It's one of those dumb broken mechanics carried over from Renegade -- nobody is going to understand it unless they played Renegade.

  7. General layout would be something with some exploring if people want. Something like... spawn as player as gdi -> explain basics -> player encounters mines, have them pick up repair gun to disarm them and get by -> player learns about credits/mct -> player encounters obelisk and has to get by (basic hide behind rock wait blah blah) -> stealth area explaining it -> perhaps an area where they can play with all the gdi stuff. Swap player to nod -> get by or kill agt -> repair xxx -> use sbh/stank to sneak by -> explain the concept of mining buildings -> nod exploration spot?

    I'd like to expand on this a bit to make it understandable to a 5 year-old who's never played an RTS or FPS before, and take some inspiration from classic Ren in terms of the first 3 steps. Here's a full start-to-finish script, that i think would be nearly ideal.

    :Basic:

    1) Spawn as a GDI Soldier

    2) Explain basic controls to the player (WASD movement, jump, sprint, crouch, etc)

    3) Have the player climb a ladder to get across some boxes

    :Purchase Terminal, Repair Gun as Disarm Tool, Proximity Mines:

    4) When leaving the enclosed area, there are mines in the way. Point the player to the nearby Purchase Terminal, and tell them to buy an Engineer to disarm those mines! After they have purchased an engineer, tell them to use the repair gun to disarm mines.

    :Building Armor, Repairs, MCTs:

    5) The player exits to see that the Weapon Factory is at 60% health and 0% Armor. Tell the player to walk into the Weapons Factory, guiding them to the Master Control Terminal. Tell them to heal the building by using the repair gun on the Master Control Terminal. While they're repairing, explain that repairs are more effective when done to the MCT. After that, explain Building Armor. The player must fully heal the building.

    :Advanced Defenses, Rushes:

    6) When the WF is healed, spawn 2 stealth tanks: Spawn an empty/neutral but damaged one near the AGT's entrance, and another Nod one (don't put in a driver) somewhere in the AGT's line of fire so it gets destroyed. Make sure this is close enough for the player to hear. Tell the player something like "sounds like a Nod vehicle rush is coming in, let's get to the AGT and make sure they don't take it".

    :Mines, Over-mining:

    7) Get to the AGT, and tell the player that the mines killed the driver of the vehicle after they were silly enough to get out. Tell the player to purchase a Hotwire and replace the mines in the door-way, to prevent further enemy entry. Remind them not to over-mine, or else they'll leave other places undefended!

    :Stealth:

    8) Tell the player to heal the Stealth tank, and take it. Explain how stealth works.

    :Silos, Vehicles in the field:

    9) Tell them to leave the base in the stealth tank and go capture the Silo, since they're a Hotwire.

    10) When they reach the Silo, explain to them how to capture the Silo with the Repair Gun. When the Silo is captured, spawn an enemy AI in the stealth tank, have them kill the player (preferably a scripted 1-shot), and tell the player that they're a dumby for leaving a vehicle out in the field!

    :Respawn, Harvesters, Refinery, Credits:

    11) Spawn the player back in the GDI base (Destroy the stank when they spawn so it's out of the way). Take them to the Tiberium field near the Refinery, and explain how the harvester collects Tiberium, and deposits it to give the player money. Tell them that this is a highly important objective early in battle.

    :Crates, Spies, SBH, Ion Cannon Beacons, Obelisk:

    12) Tell the player to go pick up a nearby create, which spawns after the explanation about the harvester is done. Force the crate to be an SBH spy.

    13) Let the player know that they're super lucky, and give them an Ion Cannon Beacon. Let them know how Ion Cannon Beacons work, and that they can normally be purchased in the Items menu of the Purchase Terminal. Once they've been briefed, tell them to go make bacon out of that Obelisk.

    :Building Destruction:

    14) When the obelisk is destroyed, the player will have a large sum of credits. Have them return to base, and meet up with Doctor Mobius (voice over by DoctorB0NG would be hilariously great).

    :Real Tanks:

    15) The Doctor introduces the player to the Medium Tank.

    16) Player blows something up. Might skip this step. Might let the player explore vehicles for a bit.

    :End:

    END) "Well you've finished your training. Time for the real battlefield, Soldier! Wait... Did anybody else notice that nuke beac-" -Player gets sniped shortly before nukes hit, and Nod wins-

    The above doesn't really explain the following though, and may want to get worked on a bit:

    1) EMP Grenades

    2) Smoke Grenades

    3) Air strikes

    4) Repair tool

    5) How to use certain characters for certain tasks

    6) The arsenal of neither side is really explored at all in-depth.

    7) Crates other than spy crates

    I leave strategy out of this in general, because honestly most of that can just be learned in-game. As long as they know not to leave their vehicles out in the open, what a rush is, and general mechanics they should be fine. That's the kind of stuff you'd generally expect to either read up on or learn through playing the game.

  8. There's actually a tiny bit of reworking going on regarding points, that might discourage classic point-whoring.

    I had previously tossed around the idea of using some sort of score-based or recommendation-based rank to select a commander by default, though.

    Back on topic though, it'd probably be better to just have q-spotting actually share some sort of noticeable indicator (separate from the commander spotting indicator).

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