Jump to content

super_gsx

Members
  • Posts

    79
  • Joined

  • Last visited

Everything posted by super_gsx

  1. You have uncovered a portal to downloading the entire internet. Holy shit!!
  2. I caught that. Toy-like people make me boy-like.
  3. If that is the case for a MODE, then you'd have to buff up these characters BIG TIME.
  4. I don't think so... Once all that money runs out it's going to just be a shitty game with free characters. The only way to make this good is if you get money by completing some task, like killing someone.
  5. Damn just copy off TF2. Everyone knows that's what'll end up happening. I keed, I keed. What about a cooperative mode? Everyone is GDI and they all work to infiltrate the temple of Nod and kill Kane?
  6. Okay, there's a solution to that. Create badges which reward the player for USEFUL behavior. Here're a few that wouldn't cause abuse and would actually make players better at the game: Most Beacon Disarming - There's never anything bad about disarming beacons Most Building Repairs - Without friendly fire, you can't really abuse this. Most MCT Damage - That's always good for your team, and it's hard to get in there. Most Vehicle Support (repairs) - Good support is something noobs seem to inherently lack in this game. Most Buildings Destroyed - Isn't that the point of the game?? Highest KDR - Isn't that also slightly the point of the game? I can't see how it wouldn't help. Most Enemy Vehicles Stolen - I don't see how this could be a problem. People already try to steal vehicles. Now, there ARE some which could be abused and result in really idiotic behavior, such as: Most Friendly Vehicles Stolen - Very bad for any team. Quickest Deaths - Would definitely be abused and could become a game of its own. Most Beacon Placement - Annoying abuse would ensue. Most Bullets Fired - Refills would screw this up. Most Vehicles (of your own) Destroyed - Duh. Of course, it's obvious which ones of these would be terrible and which ones would be good. The idea is to create awards for rewarding behavior, and give people something to look back on from the matches. Also, these are not achievements. Achievements would be one-time things. Like getting a headshot on a stealthed SBH or taking out an entire enemy base by yourself. I also think achievements are an awesome idea and should be added to the game, but that's a whole different idea. What I'm talking about is rewards earned per match, only added up at the very end. And the awards should be a black-box sort of feature. No one should know what all the awards are. That way people aren't constantly working towards them. They are simply meant to reward players for a well-played game, be fun by pointing out who did what, and be collected in order to create a sort of player personality to be stored in their profiles.
  7. Okay, I know this is straight out of left-field. Stay with me on this one. It leads to a really awesome idea in the end. So I'm a major player of the Wipeout racing series, especially the one on PS3. Wipeout HD: Fury. I'm really not a big gamer, so I might look stupid to be inspired for RenX by such an obscure and out-of-genre game. Surely other games, like FPS's, do this too. I just don't know of them. But it just got me thinking... So in Fury, at the end of each race, there is a podium sort of thing (just GUI) where medals and badges are awarded. The medals are obvious: 1st, 2nd, and 3rd being gold, silver, and bronze. But the badges... They're what got me interested. The badges are sort of like achievements, but they're for each race. For example, there are badges like "most aggressive" and "highest top speed" and "most accurate shooting" and "most barrel rolls" and "fastest lap". That sort of thing. And after each race, you keep the badges you've earned. Now let's stop talking about Wipeout and go back to my real idea for RenX. Surely you already know where this is going. What we have for endgame now is a complicated and obscure scoreboard, full of tons of numbers and names and categories, where the only things you're going to be looking at are: 1- the top score for GDI, 2- the top score for Nod, and 3- YOUR score. If you're in a clan or with some buddies, you might take a quick look at their scores, but you KNOW it's just going to pass right over your head. You don't really care. While this statistical sort of thing is nice for someone who badly terribly cares about numbers, it really isn't interesting to look at. At all. I think it would add to the gaming experience TREMENDOUSLY to put this "badge" type of awarding system at the end of each game. It doesn't exactly have to be graphical (though that would certainly be the best), but it would be soooo much more interesting than the scoreboard. (It's sort of like the special secret stars you can get at the end of any Mario Party game). I think little details like this are the kind of things that push any old game into excellence. Here's a few ideas of mine for some of the things we can give awards for: MVP - Nod MVP - GDI Highest KDR Most accurate shooting Most damage dealt Most assist kills Most building repairs Most vehicle support (repairs) Most buildings destroyed Most tech building captures Most headshots Most credits spent Most time spent as a vehicle passenger Most time spent in purchase terminals Longest distance walked Most time spent invisible Most time spent in enemy base This way, each game and each player won't be just summed up by a simple number (their score), but a bit of an idea of what they did. At least, for the ones who contributed the most. Of course, we could give each of them them catchy titles like "5 Star Sniper" for most headshots, or "Made of money" for most credits spent, or "Demolition Man" for most buildings destroyed. At the end of each game, it would choose maybe 5 ones of these to display, based on extremity. That's how it happened in Wipeout. They could pop up one at a time. It wouldn't have to be a long "ceremony". And while it's going on, you can vote for the next map. And then, when YOU earn one of these medals, it goes into your collection of medals (sort of like all the pins and ribbons a real life commander would wear on his uniform). Of course, this kind of implementation would require some sort of dedicated account for RenX. But I expect that from you guys anyway, for stats and stuff. Wouldn't it be great if, along with all of your stats, you had a bunch of these medals to show what kind of a player you actually are (not just with numbers)? I think so. This idea came to me as a sort of revelation, and I would literally be honored if it made its way into the game. I see no downsides to this. Just more development, but that's fun!
  8. Yeah, I guess you're right. Because of this, the whole scoring system is stupid. Sometimes the guy who does the most for his team doesn't get credit for it. That's how I always viewed points in Ren. Just credit. Like commendations almost. I think it would be cool to be able to compare it with real life. Give awards to the most daring and heroic acts in the game. Maybe even have quick replay sequences at the end of each game which show who did what and got what awards. The problem is, that just seems impossible. But maybe there's a way to SLIGHTLY do it. Perhaps... the scoring should be split up. The current scoring is basically to see who has done the most damage and repairs. Maybe we should split this up. Hmmm... ideas... New topic coming.
  9. But the game is ultimately about destroying buildings, while score for damage just encourages point whoring. Wow. There's really no extra points for a kill? I guess I agree with that. But there's another thing. When a group of people sneak into the enemy base and one of them places the beacon while the others protect it, the others get absolutely no points for protecting the beacon. There should be some sort of system in place which gives people extra points for protecting beacons. Not just destroying buildings with them.
  10. Not on every map, but it would be very interesting to see a map choice (like at the end of each game) called "randomize", where each time you load it, it's a different map created entirely randomly. This could work wonders for strategy building. Like Fischer Random Chess. Could be cool. Then again, it's not really Renegade. That seems more like a future mod.
  11. Server option to disable superweapons would be nice. Everything else you said is a bad idea.
  12. Death crates were part of the original game, yes. I love Renegade. In fact it's like one of the only FPS games I play. The other being TF2. I've evolved my opinion since posting this. I do think there should be death crates, but: 1 - They should be less common than they are now. 2 - Superweapon death crates are fucking stupid and everyone knows it. You shouldn't die because your friend was unlucky enough to get one. That's messed up. Also, they really don't make sense as far as the whole semi-realism of Renegade goes. They don't even make sense graphically.
  13. No. The solution to this is to buy a free character and run suicide through the mines.
  14. I do think the HON glass is ridiculous. It shouldn't break in big pieces like that. it should shatter. And it shouldn't shatter just from running through it. You need to hit it with a gun.
  15. ...just like in TF2. Don't hurt me.
  16. So the part where they put a nuke at the top of a building, behind a physical object where no one can get to it without a vehicle is a non-issue? This
  17. Not to mention, the sound it makes is ridiculous.
  18. The flamethrower, chemthrower, and shotgun are all close-range weapons. At close ranges, they should be able to overpower basically every other weapon in the game.
  19. Well, I just thought the way it looks when tech buildings are captured is odd. The health (neutral) goes down to zero and then it's captured (at zero health), and then the new health goes back up to 100%. It's almost like the repair gun is doing two different things. I'm not saying it's a legitimate problem to the game. It's just odd. It seems like the GUI for capturing should be a little different from repairing. The way it is seems a little non-creative and even last-minute. And it's odd that it says "tech building captured" before you even finish the job; repairing it to 100% health. Also the fact that you can captured it half way, get killed, respawn, and then go capture it the rest of the way. I don't like that. I think if you get sniped while trying to capture it, all your efforts should fail. The other team shouldn't have to send their engineer to re-capture it when you just keep repairing it little-by-little and getting killed. Know what I mean? Now that does seem like a bit of a problem to me. If you can fight off the engineers, you should be controlling the building. But the way it is, they can slowly get it back (with free characters) no matter how annoying it is. SO!! Let me be more clear on what I want. When the tech building is NEUTRAL: 1 - It should require twice the amount of "capturing", but then turn green with 100% health (ultimately, still the same amount of capturing). 2 - Like the CnC RTS games, It should require continuous or semi-continuous repairing to be captured. If the engineer gets killed or runs away for a long time (and it's still neutral), all or most of his work should be foiled by the time he comes back to try again. This way if a tech building is left alone and neutral, it should always go back to zero. 3 - Capture speed should be proportional to the amount of engineers or hotties/techies repairing it. That goes without saying. When the tech building is RED: 1 - It should require the exact same amount of "capturing" as when it's neutral, but then switch directly to green with 100% health. Once the tech building is no longer neutral, it should never go back to begin neutral. (Unless you want to implement what _ERROR_ said - that they should slowly lose "health" and go back to neutral. I'm not so sure about that, but it might be a good idea too.) 2 - Capturing a red tech building should be exactly like capturing a neutral tech building: it should take continuous or semi-continuous rep fire. I do see the point you guys have. With my idea, tech buildings can never lose "capture health", and must be either 100% GDI or 100% Nod. This completely diminishes the point of "capture-repairing" tech buildings. But if you remember the original RTS games, that's exactly how it worked; they had health because they could be destroyed, but they didn't have this "capture health" thing... And tech buildings were not in Ren, so I just assume you're getting your ideas from elsewhere in the CnC universe. To give them traditional health just doesn't make much sense with the scope of things in this game, so I understand that. But then... this just sparked an interesting and mindboggling idea. Maybe it's crazy... But what if we could capture the enemy team's buildings and create their vehicles or infantry, just like in the RTS games!!!??? WOAH. Think about it. It might ruin the Command and Conquer mode, but we could make a new mode for it. Maybe not though. Lol I'm just thinking too much.
  20. But all these things made the game... better.
  21. That IS very interesting... Death crates are 10%. Like I said, I think that's too much. I'd go for 5, maybe.
  22. Messing with people is pretty fun. Like being a Mingebag on Garry's Mod. I don't know how many people know what that is, but if they do they'd probably know that it's fun. Not that I support the bastards. That's why we have vote-kick, right?
×
×
  • Create New...