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TomUjain

Phase 5 Beta Testers
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Everything posted by TomUjain

  1. I don't know why you guys are making suh a fuss over the 60 player limit. Having that option there is a good thing, i'm all for admin choice -- don't forget that it can always be reduced, like Serah said, AGN is staying at 50 players. Now, if this update forced all servers to have 60 players, then yes - you can get mad, but as it stands having another option on the bar is no reason to get upset.
  2. You bring up some intresting points, Redarmy and I do agree that this feature should come with a price, which is why I suggested a ridiculously high credit cost; but using a credit system is moot when the ref is the first building to go. Robbing a team of a building kill, when they can simply 'bring it back' is not the way this should be done -- bringing a building back should be a tool, that both teams can use during intense games, but it should come with a cost. The whole purpose of this idea is to have that option to reward a team that is working together. Working off some of your points Redarmy...I do like the 'increased cost' idea, where restoring a building comes with a cost for example. ----------------------------- Building / effect Power Plant Restored / Cost of units reduced from 30% to 15% (defence systems come back online) Bar or Hand Restored / All units appear back on buy menu with a 30% increase in price Ref Restored / Team gets a 2 credit tick, but no harv WF or strip Restored / All tanks appear on menu but have a 30% increase and are brought in by air drop. Obli or AGT restored / Damage inflicted is reduced by 30% -------------------------------- The restored building should have no more than 10hp. Red army brings up a good point (e.g. walls) where buildings can be swarmed with MRLS / Artys, but argument holds very little weight as a good team should be able to push back.
  3. I know what you mean Yosh...I just don't think a system tied to VP will work at all, even with some of the options posted here. The abilty to use credits is also a dud (as posted out) due to the ref being a big part of that system. The best, and most fair way to do this is to have one random building lose a percentage of hp, in exchange for 1% hp on the selected broken building -- i'm all for having this done on a cooldown of x mins, but each time it is used a building loses a chunk of hp. Though this feature should be disabled if all buildings have taken a big chunk of hp (under 60?) The alternative is to have a offline / air drop mode system, like Rypel pointed out where the building remains offline but players can 'get back' some features e.g. meds, MRLS etc... via air drops -- but honestly, I like the sacrificial hp option best, it is clean, simple and works.
  4. Costing VP? -- I do like that idea more, honestly -- but as pointed out it would have to be taken from the whole team, which comes with its fair share of problems which is why I question if it is the best way to do it. The best way I can think of is to make it cost a flat VP fee e.g. 30, and remove this figure from the whole team. My issue is it may upset a few players outside of Pug and isn't really an option if you are all stuck on rank 1 with 6 MRLS outside the base at elite. However; a good compromise to this issue would be to have the option to willingly donate 'all VP' into a pool via the buy screen, meaning only willing players will lose their VP. ------------------------------------------------ An example is; (the cost can scale on a percentage based on how much VP the entire team has) 1000 vp required to restore Power plant - Player walks upto Power plant buy screen and donates all VP (total 300 in power plant restore pool) 700 vp required to restore Power Plant - 5 players walk upto the Power Plant buy screen and donate all VP (totally 700) Power Plant is restored to 5% hp Cooldown 20mins... --------------------------------------------- I see a loophole though -- new players who join get an automatic 'VP boost' -- if one player who has donated does so, leaves until his / her IP has been forgotten -- then rejoins (or joins as new player name) this can be abused, turning the 'auto VP on login' option off would work -- but isn't fair on new players joining a fight, if everyone is heroic. The only way around this is to have a different currency used similar to VP, but its sole purpose for restoring buildings, earned like VP e.g. Another way around this would be to make it that you need to be in game for x amount of time before you can donate VP. ....earned 15 vp for destorying tank ...earned 2 base VP However; this option makes it unfair to the winning team as it comes at no cost, and will only lead to fustration, stalemates and rage quits. I'm leaning towards taking HP from the other buildings option (as above) -- it is a fair exchange, and doesn't make it unfair for the winning team (as long as there is a cooldown) I can think of nothing worse than facing off everyone as a recruit, while 8 elite patches storm the base. Or Stick with the good-old-fashioned credit based system (as above) -- this will lead to ref hogging though, making the whole system worthless if the ref is taken out.
  5. On most maps / servers, as it was pointed out -- they are rare, special units that require 'luck'. Both teams have a fair chance to aquire one, and yes they are stronger than typical tanks. That is the whole point of them. In regards to the Recon bike, I strongly disagree. Strong? Yes, for sure - but as it was pointed out, that thing is made of paper - it makes the artillary look like a mammoth tank. A skilled player can pick it off with a marksman, if they have a good vantage point -- or even a havoc, heck even a humvee can kill this thing if you are careful. Yes that thing is fast, but on most maps that isn't always a good thing -- as you zip and fly off into rocks. In my exerience hills / rock cover is where the recon bike shines but on the open field -- they are sitting ducks. I honestly think the 'risk vs reward' is what makes the recon bike worth considering and honestly think they are fine as they are. The 'arc' doesn't always work to your advantage, as the rockets can and sometimes will fly off into a wall or rock (the snow tunnel is a great example of where recon bikes suck, rockets flying off into the wall) but you can get some good shots from an open field if you are careful. They are a great counter to meds (if you keep your distance and avoid open areas) but any unit (even free ones) can really make life hard for a recon, if a patch or any other higher tier unit gets close to you you've lost.
  6. That would be awesome! The health idea is by far the fairest, and best approch and will for sure make the team think. Might be worth having this a commander only option as it will encourage players (outside of pug) to pick a commander and encourage teamwork. To keep things simple, players can be given the option to restore one building to 1% in exchange for randomly removing 70% hp from another building. It has to be a % and not a number reduction e.g. 40 as they may only have one building left with 15hp -- a way around this would be to disable the 'buy back building feature' if all buildings have lower than 60hp (for an example) this option can be on the buy computer of the destoryed building and have a cooldown of atleast 20 mins to prevent spam. I'm thinking it may 'perk up' several games where a building is lost instantly during the opening of a game -- which nobody wants to be part of, it is boring, it drags and feels cheap. Having some sort of system in place (as long as it is balanced) will hugely improve enjoyment. But a simple credit check, with a 20m cooldown works just as well -- as long as it is a fairly high cost and only partly restores the building.
  7. My advice is: don't overdo it. Too much of a good thing can be a bad thing. My concern is possible lag / balance issues; as long as this is throught through I am 100% for it.
  8. I didn't say it would be a bad thing to have husks left behind, it would be an awesome thing! But is the payoff worth it? It would require new models, new scrips and will generate lag and new bugs / glitches -- all for the sake of a few props. Off the top of my head these things stick out; - when do you cut off the amount of husks that spawn? (e.g. capped at 10, 20, 60?) - How are you going to address possible lag issues? on servers of 60+ players? - Will the 'husks' block off sections of the map? If so, can this be abused? - How long will the husk stay behind? Does it just 'vanish' - can they, for example block off beacons. - Will it be problematic if 'husks' spawn in places they shouldn't e.g. inside WF bay - and if so, what effect will this have on the game? - Map design; are smaller maps e.g. Snow, suitable to have husks? What effects will this have on other similar maps? Those are just a few I thought of. With such a small dev team and community, it isn't worth the time and effort. For sure immersion is important, but gameplay is more important -- the sole reason people play. This feature doesn't add anything new, aside from pretty corpses - that is my main problem.
  9. That could work, but again might be difficult to code that in as it requires a lot of scripts to be connected to other buildings -- but it would work, i'd suggest a radio of 5 : 1 for every 10 points taken from another building 50 points are lost on another. But to keep things simple and easy to code, a simple credit script to restore a building is the easiest and fastest way to do it, with a option on the buy panel to 'restore building'
  10. I like the idea, of having bodies and tank 'husks' ...but although it will be visually pleasing, it does come with a lot of drawbacks; namly the added lag / pling, and required dev work (for very little in way of returns, aside from a minor visual upgrade on the maps) I really don't think it will change very much, and won't add anything new to the gameplay -- and for the work and time to make something like this I don't think it is worth it.
  11. I like the VP cost idea -- maybe make it cost 2 ranks (for the whole team), and bring back the building by 20%? I do agree it shouldn't be instant, 5 - 10 mins sounds about right; EVA or Cobal can say 'building...' when the team does it. Although, I think making this VP based will be a nightmare to code. It would be so much easier to make it credit based - and unlock the option to anyone who has the credits; but the cost should be very high, so high that it will make it very hard to do it once, let alone twice. That is why I think 30,000 credits is a good number in order to get that sum the team will really have to pool together all their cash which means they won't be able to buy tanks / tier 3 units making them very vulnerable. In long games where I rarely spend I've only ever managed to get upto 18,000 (and i'm talking 2 hour plus games here) so I think 30,000 is a brutal / hard - but realistic and fair amount. I don't want this to be easy, I want it to be almost impossible to do, the point is that it is a trump card that rewards players who work together and 'plan' how to use their credits. It will also be pretty much impossible without the ref, making that building one of the most important to destory first. It gives some form of hope, atleast to players that have lost the hand (for example) and are locked in a 2hour + slug fest -- those games drag and are dull, this option will make those dull games that bit more intresting and why I really think it should be considered.
  12. Just throwing out an idea here. Having an option (maybe on the buy panel?) to restore a building for a very high cost of credits (i'd say around 30,000 per building) it'll be a great way to promote teamwork and donations as well as reward players who work together. The downside is the cost of getting said credits; meaning offence will be crippled -- might also be a good idea to restore the building with only 1% health as well when the team buys it back. I'm thinking this could be a real game changer and really add excitment during stalemates. Thoughts?
  13. I am in awe of your work. It is turely inspiring to you create something that probablu would cost millions to a big developer like EA on your own with hardly any funding. I will support you guys as much as I can, by spreading the word also. I do however feel you guys should get some funding for this atleast, my suggestion to the team is to add a small optional PayPal button on your front page.
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