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PieMan

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  1. Yes and this is already part of the mod, when destroyed they don't disappear and show as "Destroyed" and can be restored at a purchase terminal, though currently they do not have a timer or effect and just restore instantly upon purchase. Here is a demo from the previous version of the mod.
  2. I can explore this in a later version to give server admins the choice of scaling it based on player count. At the moment the set amount of time it takes to restore is configurable, it's just currently set to 10 minutes but this could change in the future when new features of the mod come out. You mean bots to contribute towards building costs? It is on the list to do but currently bots themselves have been crashing servers so usually they are disabled for stability. Though like you have mentioned I have also played on the Totem Arts server with bots enabled and from personal experience I've only encountered issues when both teams are full of bots, maybe limiting amount of bots could help alleviate that issue though, more of a bandage than a fix though. Since your here, here's a sneak peak of the next version, though this version is not quite finished yet: The idea of this mechanic is that the structure that is being restored will be given a restore integrity bar and if the opposing team reduces that to zero then the restore fails and is prevented, the integrity of the restore can be increased by using a repair gun as you would with repairing a structure. If the restore succeeds then the current integrity value is converted to the health of the structure when it is restored so it's beneficial to keep this as high as possible before the building is restored, additionally when a structure is restored it will be restored with no armour and thus will need to be repaired. New in this version: 1. Structure restores can be prevented by the opposing team by decreasing the integrity bar 2. Buildings which are being restored or in "offline" mode are shown as red in the scoreboard 3. You can visually see that a structure is being restored and the amount of time remaining 4. Team messages displayed to show when a restore is in progress and when completed or prevented. 5. Purchasing Hotwire / Technician using shortcut key now works Remember that overall the mod is still very much a work in progress and that is the same with this version which still has a few things to add/change before being put onto a server for testing. Timers such as time to restore are all changeable via config file and are intentionally short for this demo. Feedback is always welcome!
  3. Hey. The first issue with the C4 on the Harvester sounds like it could have potentially been an issue with your ping, the server was experiencing higher latency recently but since a restart it's back to normal, just tested this myself on the server and It seems to be okay now as far as I can see with 76 ping. Concerning the second issue, I assume you are talking about that you can't purchase Technician or Hotwire using the 0 shortcut key, this is a known bug with the mod and will be patched in the next update. Thanks as always for the feedback and please do continue to bring issues forward as you experience them and any feedback you may have.
  4. This is a concern I've seen a few players voice. However, currently in v0.2 there is a 10 minute timer before a building can be brought back online. So restore flow goes like this: the team purchases the restore, then has to wait 10 minutes before the building will be brought back online, then after the building has been brought back online that building cannot be restored again for 10 minutes due to cool down. In a later version I'm looking at making the building being brought back online have health but no functionality for 10 minutes, allowing the opposing team to stop the restore. For buildings It's currently set to 1k per player and defences 156 per player. So for example if there are 2 players in-game that would make buildings 2k and defences 312. So for 64 players that is 64k for buildings and 10k for defences with the cost doubling each time a restore is purchased. Thanks for feedback, it's nice to see players enjoying the mod. The scaling purchase cost is actually due to player feedback (regarding making it viable in low pop servers) which I value greatly so if you or anyone has any other feedback I'm always happy to hear what it is, all feedback is good feedback.
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