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Everything posted by testman
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Point and click adventures, where only puzzle is "use gun on man" In the case of 5 godlike Havocs in tunnel, I would try to counter that with 2 SBHs. Come close to them, drop timed C4 where they are standing and engage in close-range combat. SBHs would probably die, but would provide good enough distraction for other teammates in tunnels to come close and deal with havocs. In case that this is awful idea, please don't let me be commander and don't listen to my strategic advice.
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or any vehicle
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He said that numbers are not even remotely final. He wants feedback on the idea of per-player permanent upgrades. I think those ideas are good, but not for current game mode. If there was a game mode that brought gameplay closer to RTS C&C games, this would be good addition. But for the current state of the game, those upgrades, even if configured to be balanced, would still provide huge snowball effect on game. In my opinion, silo or any other tech building on the field, should not provide any permanent effect to player or team.
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Did download go flawlessly? There is also torrent option, if you want to try it. I run latest build of Win10 and I had no problem installing or running RenX.
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I am glad that we are having this discussion about how to improve organisation and communication. I think we should open new topic to discuss details about it. There are just a few things that I would like to say: Keep possible variables in mind: not all players have microphones, levels of skill and understanding RenX gameplay can differ between players, matches can be either public or organised PUGs or mix of both (group of organised players on pub server).... So provided ideas and suggestions should aim to improve wide variety of those cases, not just specific ones. One of our problems is that on TeamSpeak we have one channel per team, which we have to share for coordination of multiple unrelated actions, which is not exactly ideal. There is "priority speaker" option, which could be used to recieve instructions from commander clearly, but I don't remember that function being used in past PUGs. But, there is possible solution for this. From what I have heard, there is plugin that makes UDK and TS talk to each other, so that could bring for example, automated channel switching depending on which team you join. I don't know what exactly this plugin is capable of. However, I believe that there is even better solution: Mumble https://wiki.mumble.info/wiki/Link https://wiki.mumble.info/wiki/Games It's open source, so it can be relatively easily modified to suit our needs. It could offer much more complex voice chat relations. I would ask you guys for feedback on this idea: "Temporary Squads". Ability to make squads in-game mid-match. Add a option to Alt menu to "make squad", with optional player-defined "squad type", which displays "Join [player]'s [squad type] squad" on the top of the screen for everyone on player's team. Just like a survey. Only that after time runs out, squad gets their own channel for text chat, and if there is TS/Mumble integration, even their own voice chat. They would be able to voice chat among themselves, but would not hear any voice chat from other non-squad teammates, except for commander's broadcast. I think it's something that could be used for both Pubs and PUGs. Also, RenX isn't the first game to require group of various players to work together. I think that there is no shame in checking out how other games solved the 'commander' problem or problems related to that. We have Natural Selection (2), Planetside (2), Savage (2), Empires Mod, Nuclear Dawn... all games which involve chain of command in some way. So maybe some of those already implemented mechanics that could help us with better communication and organisation. Shit, sorry for wall of text. If you made it trough all this, here is small cookie for you:
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That would probably be the best for the current state of game. We start making basic tutorial which would include things that most likely won't be changed in future, and then wait with Advanced tutorial for when game is mostly finished. System Shock 2 had tutorial split into basic and advanced, but if I remember correctly, advanced part was optional. I would however, somehow strongly encourage new players to go trough advanced tutorial.
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That EVE video reminds me of this: I believe there we could cut best audio clips from the recordings of PUGs people post on Youtube and get video footage with RypelCam. (it would probably be good if owners of recorded voices gave permission to use their voice in trailer) But honestly, I believe that game should get tutorial and a bit of polish before we start with mass promotion for it.
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Not just Logan. Sidney, Gunner, Deadeye, Mobius and final boss also appear. 2bqVMZ6zVCA 8mHIbCFVI-Y I think that that it isn't necessary to have any characters as tutorial guides, CABAL / EVA should be good enough for start. Most important is that tutorial explains basic mechanics, makes new player try out those mechanics, and present the player with a challenge where all of newly learned skills come into play.
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There is a spot in GDI base where you can get stuck so hard that only thing left is suicide. Pointing it out because it would be likely SBH hiding spot. All three screenshots were made on same spot, so that location is more clear. Also now everyone knows that I don't use same name on forums as I do in game. My secret identity is now revealed.
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I think that now would be the perfect time to implement feedback platform, for example http://www.phpback.org/ , so that community can provide ideas and vote for them / rank them. That way you get community feedback and suggestion in the form of nice list. Each of suggestions could of course have forum thread linked to it for detailed discussion.
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From what I understand, you would like to see some variation of "sudden death" implemented in this game? I agree that something has to be done about too long matches, but I don't think any damage reductions should be made at the start of the game. Sudden death in this game should be called Ion Storm and would at the start (should be server-side setting for when match is too long. I would set it to a hour and a half) disable base defences, but if match still doesn't end soon, it should start damaging buildings, longer the match goes, more damage is dealt to buildings.
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TotalBiscuit is big fan of Frank Klepacki and is in contact with him: Also TB would like to see C&C alive again: So, if you make Kane playable for Joe Kucan, you make Mammoth tank with 4 barrels for TB. That would be quite an interesting match. Also few ideas about what Kane's abilities would be: He could have Tacitus in one hand, which shoots some stunning visual effects in wide cone of fire but has short range. Those effects do about as much damage to GDI as flamethrower (max as much as chem), but heal Nod as much as Tech/Hotty. His second ability could be AoE buff. He says "Peace trough power" and/or "One vision, one purpose" and players in some radius around him get 20% damage resistance for short time. So Kane would basically be support character, but can also defend himself in case nobody else is around.
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The Overly Comprehensive Guide to Renegade X (Updated to B4)
testman replied to yosh56's topic in Renegade X
You really covered most of aspects in RenX in this guide. I just read the part about team morale. It's interesting how psychological warfare is another whole aspect of this game. in my opinion, wiki wouldn't be exactly the best format for guide like this, but it would provide good way to moderate the whole thing, embed videos and make links to other C&C wikis, probably mostly http://cnc.wikia.com/ Also renegadex.wikia.com is still unclaimed, better take it fast. Also, I think there are some topics that could also be part of the guide: basic radio commands usage basic multiplayer culture concepts trash talking not welcome provide reason for kicking players show appreciation for good teamwork ... [*]how to keep your team's morale up [*]tools provided for communication / coordiantion keep coordination strictly to team chat use surveys to get team's feedback game clock or end of survey as synchronization tool Best way to present all this knowledge from your guide to players would be in the form of in-game tutorial, but until then, wiki + video demonstations should be good enough to pass on your wisdom. -
When trying to disable intro movies, I get "Error while changing intro movies!". I have latest patch of RenX (5.14)
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Where can I buy Yosh's Guide to RenX?
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In some critical situations like placed beacons or buildings needing repair, people are known to Q-spam as if their life depends on it. Doing so takes whole chat space and erases all previous messages. Some of those messages could contain useful information, such as where the beacon is. Would it be possible to change how Q-spam works in the way that each press of Q does not write new line of same text, but instead increases the size of already written line? And in case of 10+ Q presses text starts flashing or in some other way indicates importance of the message. Would this even be possible?
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I absolutely agree that it needs buff. From what I understand, it should be somewhat counterpart to Nod's flamethrower. From my experience, I can cook people and vehicles very effectively, but can't do much with grenade launcher. Grenades should be very effective in tunnels, but with current splash damage it's like I'm shooting cherry bombs and not grenades.
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I would automate !rage and !traitor. When your building goes down, server starts 3 min timer, and if you quit or switch teams in this time, you get bad reputation in your serverčtracked stats. Could be used for some funny serverjoin messages: "Player joined, so you can expect lot of complaining soon" "Player joined, better hope you don't get betrayed this time"
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I would suggest we stop using word "captain" like we are sailors or some sports team, and instead start using the word "commander", since we are part of Command & Conquer community after all.
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I think that opt-in registration would be very good move for RenX. In fact, i believe that it could be platform for additional improvements. One of things I would like to see implemented is some form of skill tracking for players. Something that I would enable in settings and it would start analysing how I play in game (how good am I at driving tanks, how good am I at repairing buildings, how good am I at sniping, etc...) and then make my player profile which would show my top 3 skills.
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Possible to push you out of map on Whiteout
testman replied to Ryz's topic in Feedback & Bug Reports
Oh, that's what soft world boundary means. I had in mind that this means "strong wind that pushes you back on the map" if you manage to get out of broders. I don't like this "return to battlezone" counter, but it's still better than invisible walls. -
In my opinion, first one is perfect, no need to make any further changes.
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I think metal would be better material than glass for Red Alert themed logo. Also, I find your glassy take on "Renegade X" part of logo hard to read. Color changes vertically way too much for the size of text. It goes light blue -> dark blue -> somewhat light blue again.
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Middle one looks the best in my opinion.
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If he would come, I would be honored to play with him. He would have to be perma-bound on Nod, no team switching for him. Could character of Kane be quickly put into the game which would be OP as fuck? Only Joe could play as Kane of course. On the other hand, we could invite TotalBiscuit to come check how far development of this game has come. He already made already, so he already knows about RenX.He could probably also help with getting "EA doesn't respond to TotemArts" problem a bit more publicly visible, and in turn there would be more chance of getting dialogue between TA and EA about bringing RenX to Steam.