Jump to content

HaTe

Members
  • Posts

    1290
  • Joined

  • Last visited

Everything posted by HaTe

  1. HaTe

    Surrendering

    To clarify, I'm not adding any penalty for surrendering. Also: her* a reward for finishing the game outright is what i'm suggesting...not a penalty. Once the ladder is more than just based on "score," there's actually an already built-in slight incentive into your code to keep playing anyway (more players = higher multiplier and more time = higher multiplier). However, this also encourages the winning team to just camp and force a surrender even more. The more they drag out the game, the more ladder points they get. Marathon in Renegade had this as well, which is why the poll gameover was implemented for a vote for both teams rather than just the losing one (similar to the switchmap vote).
  2. HaTe

    Surrendering

    To clarify, I'm not adding any penalty for surrendering. Also: her* a reward for finishing the game outright is what i'm suggesting...not a penalty
  3. HaTe

    Surrendering

    Yeah but in your example, the GDI team may have attempted a surrender after losing ref and WF and it did not pass....and they came back and won (comeback medal..). About 50% of my games end in surrender from one of the teams, so I really don't think that should be considered a "hard" vote to pass (even if 9/10's of them fail in a game, the 1 that ends it is the one that really counts anyway). I'd also like to note that a !poll gameover in Renegade had a cooldown rate established with it of about 5-10 minutes depending on the server.
  4. HaTe

    Surrendering

    Having played (well) over 1000 hours of Renegade since 2002, i can tell you that convincing public players to do just about anything is nearly impossible. Nonetheless stand against a team with a disadvantage when they can simply call it quits and move onto the next map without penalty. Several Renegade marathon servers had a !poll gameover command that was able to be initiated after 30-60+ minutes. Both teams got to vote and it needed something like 75% to pass. The satisfaction of winning is largely diminished by winning vs a surrender as well. It's a good option to have to fall back on, but it should not be treated as a "we have a disadvantage, surrender immediately" command like it is now. There should at the very least be incentive not to. I would like to see a medal / achievements script, personally. Having "Comeback medals" be a thing where a team that was down at least 1 building at any time in the game ended up winning the game would be a nice incentive and neat overall.
  5. HaTe

    Surrendering

    This is what I already suggested as well. The surrender vote is nice to have, but there should be incentive to not use it every single time there is a 1 building disadvantage. A pentally doesn't work. Isn't the team already enough disgraced by the loss? I mean, as I tried to state above, many people do not matter about a loss, but they do about a effortless loss where 3/4th of the team is either unreachable or teamhampering. You know the difference when you play.. Evenings where the server stays full (besides the weekends with more people playing) are usually pretty balanced games, Evenings where the server empties are usually games where one side wins with everything still standing, while the enemy team is still trying to determine where their mines are, of why the enemy has more vehicles from 'the own' team than the own team has... I think a slight incentive would work for players that care about their ladder rankings. Which should come into play more once Agent is able to implement his code to rework the ladder (and if it gets implemented into the launcher/game too).
  6. HaTe

    Surrendering

    This is what I already suggested as well. The surrender vote is nice to have, but there should be incentive to not use it every single time there is a 1 building disadvantage.
  7. When infiltrating a building with a tech/hotty in a high player count server, disarm each proximity mine to 5% then start working on the next one. Then disarm them all at once. It adds a few seconds of mines disarmed being noticed. Then place both timed c4s on the MCT. Then place 3 proximity mines at the door where the enemy is most likely to come in (or the PT in buildings like the ref, so that you are safe from the spawn point too). Then place your remote c4s and get out your pistol and hide somewhere safe within the building. If you think you may die from an enemy at any time, press 4 immediately and explode your remotes. Wait until your first timed c4 explodes to detonate your remote c4s if unnoticed, or when the first timed c4 hits 2 seconds if you are close to the MCT.
  8. Yeah it's not just on xmountain. Healing infantry right now is completely hit or miss. I've noticed that aiming for the bottom half of the model helps for whatever reason though
  9. If the boink sound was toggleable, nobody would've gotten used to it before they turned it off. What i'd rather have is being able to make my custom boink sound instead! That's not a bad idea either. I'm sure there are some nice alternatives. Regardless, I would like an option to turn it off. This guy agrees with me! Also... What the fuck man? That's what I said when I found out the topic was about the boink
  10. Some rocks are lacking collisions on some maps and make it easy to hide in. Most obvious ones that get abused most frequently are on Islands and Goldrush. Islands one is right outside nod Base on the left with the bushes. Goldrush is on the inf path on the Nod side rocks. Mesa has a few of these as well, but are much smaller so the entire character model isn't hidden like on islands and goldrush.
  11. Since the topic is already here... Nod harvester gets stuck all the time and really needs a path tweak or something
  12. Clicked because I assumed topic was about circumcision
  13. What...? You mean the announced fps game that had official trailers and was cancelled in 2008?
  14. forgot to put explain the MCT too. Saw 3 engineers inside the barracks repairing the purchase terminals today.
  15. How would you suggest we go about this? The best way I can see to do it is to have the tutorial mode open up upon completion of game installation and it goes through all of the basics. My rough draft proposal for this: Spawn player as GDI soldier on with 9 team bots and 10 enemy bots on minimum difficulty and 5000 credits. Before player can move, go over the buttons (space to jump, C to crouch, double tap C to hold crouch position, F for first and third person switching, scoreboard usage, chat usage, zoom in with weapon, fire weapon, switch weapon, etc.). Have the notification appear like a beacon notification, and make it only switch to the next one when the player has pressed that button. Then go over movement (WASD), sprint, and walking buttons. Then inform the player to press E at a purchase terminal. There, the tutorial explains what each building's function is relative to purchasing options, as well as the special items. Go over the characters whilst highlighting the PT information for each of them. Then do the same for the vehicles. Have that part skippable with ESC so that if a player is familiar with the items, they don't have to hear or watch any repetition. Then have them purchase a character and a vehicle, and then enter that vehicle. Highlight a path to the enemy base on the HUD and inform them to drive to it. There, notify them that this is the enemy base and it is your team's goal to destroy it whilst keeping yours alive. Then give them to option to switch to team Nod, end the tutorial mode and go to the main menu, or continue playing the tutorial. I think scripting it like that would be best, unless someone has something better in mind. P.S. I posted this and then read Henk's post after it told me there was a new post. Werid lol
  16. Considering his audience is gigantic, I am sure that I would thoroughly enjoy playing with a lot of them. I highly doubt someone like him would take the time to learn the game enough to put his own gameplay up on YT, though.
  17. Yeah, the only reason an agreement exists with them right now is because they own the copyright to Renegade and Command and Conquer. Renegade X uses those and so needs permission from EA. The theoretical newly reskinned game wouldn't use those and so EA has no real copyright claim.
  18. HaTe

    @bananas

    It's much more complicated than rock, paper, scissors. There are so many factors that go into it that comparing it to a concept as simple as that is silly. Even most RTS elements are advanced beyond that, and adding in the god element makes it even more complicated. If you do indeed see it as that simple, then do explain what factors are which. Snipers got a pretty gigantic nerf in their fire rate. Meaning time it takes to fire a shot after firing a previous shot. Snipers also do not include railgun and PIC, for the record. Railgun and PIC right now are just as/even more so effective vs infantry as snipers (minus the scope and range). I'd like to see a slight fire rate nerf and slight damage increase vs tanks for them for balance purposes, but it is not something major at all.
  19. Again, EA pays legal fees and wages if they are to order a Cease a Desist. They would only do so if they have real incentive. If the game is completely separated from C&C and Renegade then the only similiarity between the games would be the game mode. Which they do not own at all. Renegade X started in 2007 (black dawn at least I believe). The developers wanted a big constant player base. That currently isn't the case, and unless we get real lucky and manage to receive the hype we had come original public beta release, those numbers aren't going to increase a ton. Not only that but steam offers a bunch of tools that would improve the game as well. Steam (voice) chat overlay, better security, huge established userbase, nice smooth interface, etc. Command and Conquer and Renegade have done all they can do for this game already. Very very few players are still coming to try the game out now because of the nostalgia factor. All this is doing at this point is handicapping us from mass distribution.
  20. At this point when I say "reskinned" I'm referring to reskinning, remodeling, and renaming anything that has ties to C&C and/or Renegade, as I've stated in my earlier post
  21. EA generally C&D's when they have direct incentive to. The only apparent valid reason for them to do it to Ren X (if it did ever violate the agreement) is because they don't want people upset with their payment and associating the game with EA. Mass distribution like Steam is similar; they just don't want it associated with them if anything did go terribly wrong. If a reskinned FPS RTS game is not associated with Renegade or C&C at all and remains a completely free game, they really have no incentive to pay the legal fees to C&D, even with a push to steam greenlight.
  22. HaTe

    @bananas

    I don't think snipers are op at all...they serve their purpose. If you miss your shot, the enemy unit has 2 whole seconds to spray you down or close down on you. They're in a decent place. Raveshaw/PIC are far more productive now, yet we are still complaining about snipers being op? Doesn't seem to make sense to me.
  23. HaTe

    @bananas

    Tutorial mode would help greatly with the overmining issue. It's really just a lack of fully understanding that a limit exists and what that means. Snipers seem fine to me. They are supposed to have infinite velocity. Obviously vehicle physics could be improved, but the devs have explained how difficult that is to do in this engine.
  24. The fact that renegade x cannot be mass distributed on an existing platform is the reason that this discussion is really hitting off now. Sure I love C&C. GDI and Nod especially. But let's not pretend like the actual storyline is something that is epic. There are so many holes and miscontuniations/errors throughout the timeline of the world. As someone who frequently reads popular and well-written fiction novels, I can tell you that from my perspective, the storyline of C&C is fabricated around the intended gameplay (i.e. to make money), rather than the gameplay being built around the story. Which is fine, but the only real positive thing about the C&C world is that is already established and brings the nostalgia effect with it. That's practically diminshed in ren x now anyways. It's the gameplay that I love. The game mode and the RTS FPS that forces you to combine teamwork, skill, strategy, and tactics together in order to achieve victory. That's what makes it truly unique; not the C&C story. Which is why I'm all for a change in the story in order to reach mass distribution. This game is good. It can appeal to a wide audience so long as it has the opportunity to. I just want to help it reach that potential, and I think that many people agree with that.
  25. Technically, the scrin would follow suit with the alien theme in C&C already anyways, really. Personally, I'm not big on time travel because it's usually too easy to find huge plot holes in
×
×
  • Create New...