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isupreme

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Everything posted by isupreme

  1. RenX Minecraft. Survival. Single player. Sometimes multi. Cities Skylines. Basic no frills. For some weird reason i like traffic conrol: https://www.nats.aero/careers/trainee-air-traffic-controllers/games/ World of tanks. What a piece of shit game but hey... its tanks... Red Alert Into the Breach. i paid a couple of bucks and enjoy the heck out of this game. https://en.wikipedia.org/wiki/Into_the_Breach
  2. We must prepare Now for the ATTAck!! These rumors of a bot upgrade are true...True! True I Tells Ya! But seriously, now is the time to make the game and servers capable of allowing this mode. I wonder if the map could be altered to facilitate the fun.... But anyway... how do we get ready for the Bot Invasion? We need to start training NoW. o0.
  3. as usual i am way out in left field. o0! After all, the purpose of a forum is to discuss. But what if there were a place to just post messages like a bulletin board? And what if there was a library where we could put Manuals we have written, stories we remember..... all without it being a thread.... impossible to do within the site/forum/game? probly.
  4. When the server is low in players ... Why do we not sometimes join together against the Evil Bot Empire? I would have more fun supporting/cooperating with a human than killing them sometimes. Especially if bots get more advanced. Those evil bots must be taught the strength of human cooperation!! ! Granted they are stupid now and easily overcome, but they make a suitable training/practice ground. BEWARE! One day they may grow stronger and more able. Then what will we do?? What WILL we dO?? we must organize now and stay ahead of bot advancements. This is no time to be slack!
  5. > pours coffee and puts out pastries. I am always keen to see players in this game use strategies that really focus on teamwork. Yes i will often play the role of support if that is what gets us the win. A gunner rush forming in refinery is a nice go. But can we do more? When you play the game what strategies do you wish the team would try ? When your team is really stuck what "Hail Mary" would you try >? When snipers are holding you in ... what can be done?. . etc.. What strategies might work or might not? The following are some thoughts i have about strategies we could start using. Are they legitimate or flawed? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ RALLY! ~Form rush at the front not the base. While some rushes do well executed from a building in a mass run, sometimes the team needs to keep up the fight. By rallying a rush at the front we would keep players actively fighting and mass up where we can achieve the goal of crushing all resistance. I rarely see calls to form up on the front lines, except for the: We are camped please buff us commander, kind. Pressure Pump ~ Focus forces with Shifting back and forth I think the ability for the team to choose areas of focus could be more utilized. If a team would push field, then push tunnels and repeat again, i think they would be in control and be able to push on thru at some point. Proper defensive plans that use fewer players would enable the offense. Zone Plan ~Take Zones, use Zones How often does a rush fail because the path used is Hot? i.e. that zone was not ready for that use. Teams that can actively control zones and then capitalize on that should be successful. The ability for players to work as squads and zone captains would enable this? Squad Patrol ~Anti-sniper squad when a very good sniper is clearly in control of a zone and actively killing every player that challenges them... Why can't we form up as small squads and then push the sniper's position and over run them? Surely a squad of 4 or 5 players, some basic and a few good shooters.. could easily take down even the most skilled sniper? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  6. HI off topic folks, a query. Could there be made a section of forums which allows posts but no follow ups? More like: I post a thought i really want to share but i do not really want it to become an ongoing thread. I know it sounds weird, and i wonder if it is even possible.... but sometimes you just want to make a statement not start a discussion.
  7. i can testify that those mountains are INSANE! fun when you can run a vehicle up above an aircraft. So much space to play ... Thanks!
  8. I left a game today because i could not stand the constant, overwhelming chat between some players about issues that belong in forums. It had nothing to do with the fight at hand and it entirely destroyed the game play. Getting a team to organize or work together is hard enough without the distraction of long time players hashing thru issues dominating. I just want to focus on the battle , the fun of the fight and the joys of plot twists. No names used on purpose so we can each search our souls..... . .. .
  9. LOoks Awesome. I am gonna check it out no doubt.
  10. I have posted about this before but after today's mass quit by players i am back to make the point again. We need to have map choices that reflect the team sizes. Big teams? Big maps. Small teams? small maps. Primarily. Today it looked like a mass protest movement as players quit the game. After playing under with little spirit, the mostly full server dumped when the players chose field. ~~~~~~~~~~~~~~ do we need to be saved from our own poor choices? Maybe.
  11. Would this be helpful? When in the heat of battle, we Q on a building and it says: The barracks is at 5 % etc.... It would be neat if when it is being repaired and it gets to 100% - Then the Q on the building would say the building is OK, and that the Q would even sound different..... ... a change from Building needs repair!!! to Building is repaired. Yes i know there is the formal announcement the game makes, but A) it does not always come thru the sound clutter, B) An audibly different signal that we players can make could help the team during a viscous base attack. I think it is great that players are willing to act to save buildings in the base and i think we should do what we can to limit wasted actions by those who care enough to run around.
  12. HIHIHI those are some good points to consider. I certainly agree that one goal is to not make things harder. I did not intend to make players sell their accumulated CP., but having made the joke i should acknowledge that could happen. Rather i am always looking for ways to give players more voice in the game. Maybe it is just more grain for the grinders. I do enjoy considering the possibilities of sub command and i could easily see the map becoming an information and actions panel.
  13. Could the players be accumulating CP while they play and then are able to donate to commander or captains? In this scenario a captain who has several team clustered up in the tunnel, could call for buff donations. Chat would begin to look like our familiar rush chat: "Tunnel buff 800/1300 CP Need more!" and requests and interest and fighters start gearing up for the buff. I could even see a nice exchange between players ... you want cp? ok.. but i need some cash .
  14. ok... so.... right now if you press m you get the map. To this page has been added the status of the base buildings. Could we add more stuff for command and captains ? When i join a game, i could pull up the map and learn even more than base status and team distribution. If there was some indication of command voice I might be drawn to join an ongoing effort. It could indicate the command structure and options available that i can then join to support the effort. In effect, use the addition of more command structure to create some sense of what is going on for the new/joining player. Is the map essentially a tactical display? I wonder where on my uniform it is located.
  15. There is tremendous value in this.
  16. thanks for the feedback about bounty . I see your point. Perhaps there is a role for Captains, we shall see. clap clap: public chat ______ New Addition: Can Captains have a differentiating dot on the map. bigger? color ? circle around em.. .. this also opens the door to having the look of captains and command on the map INDICATING a mode of action. ie: i am holding this area. i am rallying for a push. I am Defending!
  17. Very much a need. While i will always argue to put these abilities in the hands of the players, I agree we would benefit from sub commanders. Perhaps we might see more strategic plans beyond. . Meet in refinery. I would like to see sub commanders empowered to manage zones such as one for tunnels, one for field, one for 3rd option. Each would have: Highlighted or BOLD chat abilities. Each would have radio commands appropriate. Tunnel captain could radio call out: NOd inf rush inbound! etc. Use of Q could of course be implemented, however the roll of radio calls should not be underestimated. I would like to see sub commanders (is there a better name for this is ? Captains? Sergeant? ) able to rally forces even as the commander is busy doing something else. But also i see a real need for a commander to know that an area is being held, monitored, open to be used as a rush path, etc. A sub comm could take on these roles with some thought and planning. If i have a sub comm keeping the tunnels open and monitored, the success rate for calling a gunner rush goes up. If the same sub comm can be trusted to scream if there is an opposing rush, i can mount a field push and buff without the paranoia of the base being lost. I can see players talking/designing new strategies to make use of such a design. For a long time i thought the sub com should have a private chat line w commander, but now i think that is too hidden for a great teamwork game like this. I vote you make them call for help and plot plans in the public eye. Good to help new players see /know what goes into pulling of a crushing push. Could we us this time to enact a bounty system? I would like to see sub comms able to place a bounty on enemy units. This would allow the ability to focus the forces working in that area. Of course what i really want is to allow any player to spend credits to place a bounty. ... AS an Aside, I assume you would make harvester control a division of sub comm.... but may i say i still strongly feel that harvester control should/could be given to the general players base. As in truth all of this should be..... ..
  18. sometimes the best response is humor.....
  19. Thanks for the fun events. although i drive like i am drunk it was still fun! Yall good fun.
  20. Radical Plan Zebra is the code name for a program to make RenX friendly to new players. Buckle up. Strange turns ahead. So... i have always liked the equality of playing in Renegade. Grab a character and go fight. Earn some creds and you can buy more stuff. Win or lose it all scrubs out and we start over again as equals. I do not wish to abandon that ideal, but the following idea goes against it to some degree. Could the game be set up so when a BRAND new player comes online, they are only able to do basic stuff, and then as they play... higher level things are opened to them. Speed of progression would be very fast ... but its more like unlocking branches of a tree than opening levels. if i like using infantry i start up that ladder. Maybe i really like using engrs and as i heal i get access to hotwire? I don't know specifics, maybe it works off vet points? Maybe one good game could give general access to most everything. This type of scenario would have several benefits. Chiefly it would give new players an INVESTMENT in the game. This Investment is one of the critical factors in player retention is it not? Make them choose which paths to open first and you have them. Make the paths quickly accessible with no grinding. Still it will put them on a path of investment. Secondly it gives new players a reason to watch others and think about what they can do and do well. More investment. Choices and then experiences in the game start to shape a player's view of themselves as valuable. Investment. ?? Allowing Brand New Players full access to the game is possibly detrimental to their enjoying it?? ++ And then of course we have the chance to prevent new players from having Bad mining experiences by slowing their access to it. My thought is to in NO WAY make players feel inferior to others in a match, but to allow them to quickly try new options....just .. not.. TOO quickly. ~~~~~~~~~~~~~~~~~~~ Another thoughtful exercise that may or may not bear fruit.... mmm apple pie.
  21. Is it silly that one reason i like this game is... because while it can be frantic and insanely chaotic, there are often opportunities to take a breath, think about what is going on and formulate some kind of plan. Sometimes i just grab a support technician and support the front lines while watching the action and considering the next move. I like things go go go . but sometimes a chance to check chat, donate to a team member, or look at the map is what makes the frenzy more fun.
  22. Nice information especially about the role of spread, thank you. I am using a pistol only as an example in the discussion. I should title it as a thought discussion. I guess I am wondering if we can/do/could? limit how fast a sniper rifle moves around. Left right up down when you run along. Thus more accurately simulating the mass of a real weapon, and maybe helping gameplay a bit by limiting some of the player frustrations with snipers. Why can a sniper rifle be aimed so effectively by a player on the run?
  23. I want to understand why the game limits how fast my tank can move its turret, how fast projectiles fly, but makes no attempt ( ? i guess ? ) to limit the ability for a sniper rifle to be moved. i.e. In a tunnel when i and a sniper cross paths on the run and they .. ( i guess -i never get to see it ).... swing their rifle up and pop me dead before i can aim a pistol at them. I am not arguing against players being able to be good and make good head shots, it just seems to me as i play that there should be some limitation on the abilities of snipers to act like 007 on the move in tight quarters. Am i just suffering from lag? Am i a wuss? - just trying to understand those times when things don't seem right......
  24. 1. Too many players and maps so big its hard to follow events.... and too many players on a small map. 2. In a tunnel - Snipers that can swing a huge sniper rifle around and kill me faster than i can even aim a pistol at them. 3. Lack of team squad organization. ( why not give some of command abilities to the players?) ( where are the leaders we need to organize tunnels or field when the commander is busy?) Stolen vehicles due to stupidity. 4. A general lack of STRATEGY in teams beyond forming mass rushes in the base. 5. Repeating maps over and over. 6. Antiquated radio commands. ( where is the radio command that says: Tunnel rush inbound!!! or : We Hold the Tunnels.)
  25. I wonder about the overall % for All of the maps played in a given time.
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