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NodSaibot

Totem Arts Staff
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Everything posted by NodSaibot

  1. Or not. Simply answering a question. Having redundant suggestions bogs down the topic, don't you think?
  2. Nah, you can rec people, at the end of matches, best kd, most kills and vehicle kills get recs automatically. Could add more as well, but that would require me to edit jupiter and add stuff into the game as well.
  3. Look at Outposts. Stanks are too OP on big maps, among other issues already brought up.
  4. - Less complaints ingame (about cheaters, etc) - No overminers - No one modrequesting for no reason - No teamhampering - A video tutorial series - Less people calling new players 'fucking noobs' - Nod to win every game (Praise be unto Kane)
  5. Traceability exists already, and adding a login system wouldn't change anything if people wanted to be anonymous. And the chicken came first.
  6. I doubt it would provide any useful data in most of these situations. And I mean, that's a RenX thing, not FPI thing. It's been discussed, the things needed for it shown. Balance itself in a game this small will never be achievable. Look at Dota 2, League of Legends or Hearthstone. They have matchmaking, not servers. Millions/hundreds of thousands of players (tens of thousands of concurrent players in each region.) With a playerbase this large, it is far easier to create more balanced matches. However, this is certainly not the case for RenX. With a playerbase this small, it is not really possible to achieve balanced matches.
  7. An open debate, which includes arguments and counter arguments ^^ That's how debates work
  8. Text editor isn't automatically parsing links into videos I guess is what he's saying.
  9. As I've expressed before, you're really over-complicating things. Your whole counter argument is based on big ifs and maybes. Just deal with the current problem at hand first.
  10. I just really don't like this. Imagine you're about to do a doza rush, and you get swapped. Is the rush ruined because you have one less or because you tell GDI that it's coming? Or you're in a vehicle and you just get swapped (although I do think that insta destroys the veh anyway). Plus, you could have a lot of points, and you earned the match win. You killed 1 building, but then the game swaps you over. Feels kind of betraying.
  11. I think the point of the buffs is to allow games to close, instead of drag on for hours and hours. I don't see why much change would be needed
  12. I don't see why it would only show your own team's rank, tbh.
  13. No need for kismet, just use special volumes that only allow people to pass based on playercounts
  14. Either way it requires downloading whole maps again. Adding blockers isn't hard, but having them change based on playercount may cause performance issues, not sure.
  15. I was thinking play small maps, Field, Canyon, Snow, etc Maybe increase credit flow as well
  16. I am pretty sure these can easily be done with mutators, given some time to create and test it.
  17. function bool CanPurchaseBeacon() { local int AliveBuildings; local int AllBuildings; local int PlayerCount; PlayerCount = `WorldInfoObject.Game.NumPlayers-1; AliveBuildings = CountAliveBuildings(); AllBuildings = CountAllBuildings(); `log(AliveBuildings @ AllBuildings); if(OverrideBeacons == true) { return true; } else if (MinimumPlayersForSuperweapon > PlayerCount) { return false; } else if (PlayerCount == MinimumPlayersForSuperweapon || PlayerCount > MinimumPlayersForSuperweapon) { return true; } else if (AliveBuildings * 2 < AllBuildings && bConsiderBuildingCount == true) { return true; } else { return false; } } Feel free to contribute to the GitHub if you have suggestions. Codes messy but it works. What you describe here was the intended function of the old code.
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