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Everything posted by isupreme
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Thanks! I was not aware of CnC Tiberium Alliances. I wonder how players managed things in their Alliance and if we could use any lessons from that scenario to increase player interactions.
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Could we make the bot boinks sound just a little bit different? i.e. a regular human player boink sounds one way., when you kill a bot it is a slightly less satisfying sound.
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That little window. Recently i am unable to exit before the next game starts, once the game ends. It used to be for me, that i could see the scores, even watch the fun chat after the match, and then exit before the next game. Now i feel a bit bad that i have to exit from the team list once a game has started. ~ so i wonder.. at what point can you exit the game without influencing the team composition for the next match, and leaving a team short handed. ? I would hope i could always see some of the after game chat and then exit.......
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When you vote for yourself as commander... its Volunteering.
isupreme replied to isupreme's topic in Renegade X
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You will learn a lot by playing support role and healing others. Never be afraid to die, especially if you have a low cost character. The harvester needs to stay alive.
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Can/Should bots be used to buffer small player count games?
isupreme replied to isupreme's topic in Renegade X
When numbers started flagging today we added 4 bots at level 6 (maybe 8 ) I am curious if anyone was watching and what they experienced. It seemed to help the game as it kept active thru what would have been a slump and at times the bots repaired the buildings.... Even when we were losing it felt less like a romp and more like a battle. I would say they helped keep the game active when we were down to to like 7 on each side... then more players joined and we had a fine time. Tho i note there is some strong resistance to bots. -
yeah that was a great shot
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Can/Should bots be used to buffer small player count games? My imagination says the new bots are capable of buffering small player count teams. Lets say its 10 vs 10 real players. Would 3 bots at lvl 3 act as enough buffer, but still allow player initiative to prevail? Less ? More? None at all? Too many bots clearly creates too much junk to wade thru, but could a couple of bots help prevent The Dreaded: Fast game turnover.
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EMP weapons and countering heavy tank rushes from GDI
isupreme replied to Mystic~'s topic in Renegade X
Do we really see very many big armor pushes anymore? Lately, with a few exceptions, all i see is a struggle over the field until an infantry rush thru tunnels kills a building. I would like to see more mass armor rushes not less because we made it even more difficult. Maybe I am not in the games where it happens a lot..... ?- 6 replies
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- rushes
- tank mines
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(and 1 more)
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> sets the chairs in the back of the room back in place, glances out the window at the many tanks and vehicles parked outside..... Those are some good points about why med mass rushes do not occur often. The effects of Mammy improvements and command focus on infantry rushes is significant i would wager. BUT, I am happy to say i saw it done well just recently and it was as always A GREAT and Glorious Site to BeHold!
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Last time i was in the game, i was told there are no way points for the bots so they would not work. idk if that is accurate tho...
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New point on original idea of sub commanders> If sub commanders as captains could take responsibility for an area such as field or tunnels.... Then.. .if the captain could state the situation .. ( rush forming. we are in control etc) ..... then if that info was presented to a player when they are back in base to reset. .. Then! They the player are informed and able to choose an action based on the current situation. What i am working on in this idea, is the problem of a player only being able to see the part of the game they just fought in. When what a player needs to know is how the fight is going overall, and who won that fight i just died to win? Are we holding the field or losing it? Should i buy a technician or a LCG? We need ways to keep players informed about the battle... ways that allow them out of a narrow blinkered tunneled viewpoint. This especially is true when we play bigger maps and bigger teams. ~~ more random fodder for thought.
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xtractor, The ability to communicate to players what is going on is exactly the issue. As you say, fighting can limit attention to chat. ( and other cues like radio etc i would say ) While most game information cues focus on negative aspects like: " building is at 0 health", i think it would help us all if some of them said building is healed and healthy. I would like the game to make more audio cues about the state of the battle and limit the over production of cues we tend to ignore.
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An excellent suggestion. maybe 10 min is too long? ..... each repair action resets the timer? ? ?
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I have wanted to discuss this topic for a long time. Some because i think it happens a lot with other players in the game, and more because i often have this situation in real and in the game. I think it is awesome how virtual reality often reflects real. In my own life i find myself "tunneling" and it always amazes me. In the game i find i tend to tunnel as well. In this Post, Tunneling will refer to the frame of mind. When players are intensely involved in combat it is only natural to tunnel. I think there is a military term for this but i cannot recall it. It is well said in this bit i took from online: A woman was walking through the forest when she came upon a man who was furiously sawing at a very thick tree. He was covered in sweat and looked exhausted — the man wasn’t making much progress though. “You seem to be determined to cut through that tree, but it appears your saw blade is blunt,” the woman said. “Why don’t you take a moment to sharpen it?” Barely looking up, the young man said, “I have to cut down this tree, and two after it, by the end of the day. I don’t have time to sharpen my saw.” Being stuck is like cutting through a tree with a blunt saw — no matter how much you try, you won’t make any progress. Stress and anxiety narrows our vision. When obsessed about accomplishing a goal, we stop seeing what we are missing. Tunnel vision makes you blind to the opportunities around you. Rather than making progress, you get stuck. Your passion and determination are not enough to get you unstuck; you need to shift your perspective. That’s how you discover new solutions. Widening your vision is like sharpening a saw. You can overcome the obstacles with less effort. Discussion of the effects of tunnel vision in this game could consume a library. This is good, the game is dynamic enough to produce this effect. But how might the game recognize this and work to pull players out of tunneling and into TEAMWORK? 1. Audio cues. If the game could tailor the audio sounds to include not just warnings and trouble, but positive sounds as well, then players might not always sense panic when announcements are made and tune them out. When the base is healthy why not a positive sound to announce .. " 3 bells and all is well. " Can we redo some RADIO shouts to be positive? Radio commands seem due for an overhaul, since Q spotting has set in. Can q spotting include something positive? 2. visual cues. It is great that i can hit a button and see the health of the base buildings.. . but.. what if that info was more prominent? like a Heads up Display ? ( and of course we need info on GT and silos. ) 3. .. how do i say this?..... when a player is killed and is back in base deciding what to do next.... That seems the ideal time to present them options where they can affect the flow of the fight. Lets face it, we all are very focused and tunneled in ... when we are in a heated fight. So lets give players more info about the general battle when they are not in the middle of all holy hell. 4. OTher ideas? ~~~~~~~~~~~~~~~~~~ Please comment on the general theme of Tunnel Vision in Battle.
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I would like it if we could vote to enable a humans vs bots mode. When in this mode, all existing human players would be placed on one side. All joining human players would also join this by default. Players could vote to exit mode when enough players are present. This might be useful late at night when servers are low.. . The great work that has been done to improve bots should be respected and utilized Are bots the new training ground ? ?
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I would like to know more about the differences in levels. I was rather surprised that level 1s did so well. Time for more testing.
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I really enjoyed my first solo against bots battle. ( new improved bots ) I had previously fought with a tough group of compadre against 32 level 9 bots and i was impressed by that. But i am a continual newb, saints be praised, so i thought i would try my hand against 5 bots at level 1. Surely this will be a stomp. My uber skills will destroy their base in no time. o0 They sent in multiple hummers and i had a fine time defending and fighting my way to their base. I look forward to testing myself against these evil minions of the A.I. hive mind. They shall not defeat us!!
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mutual assistance and effective actions according to the combat situation
isupreme replied to isupreme's topic in Renegade X
Kira. That is the ticket. >punches the ticket and hands it back. For the record, the game using that phrase is World of Tanks. A far inferior game i hesitated to even mention. But oddly enough they are now pushing a version of the game where you are a squad fighting bots. BOTS. can you believe it? Their servers have been getting really empty. No teamwork in that gameplay despite the awesome phrase of: mutual assistance and effective actions according to the combat situation -
> picks up the bin and notices more activity in the clubhouse. >sets a box of Krispy Kreme donuts on the table, and opens the curtains. ~~~~~~~~~~~~~~ Madkill40 re: FOCUS FIRE: - id like to see subcommanders/captains able to focus a group of players like you suggest. DECOYS - damn right. send in the decoy! a similar strategy might be the two-prong, with one , clearly the sacrificial. Ambush: - that crap hurts. i've fallen to that successful tactic. Quincy In complete agreement. But why do players not use mediums much anymore is what i keep observing/wondering. I cannot remember that last big medium mass rush i saw. Xenon Wraith. I like your comments. They remind me that i primarily play on the public servers. There was a part of me that figured the PUGs must be utilizing some or similar stuff. Put me down as a die hard advocate of the public server then because i would like to see these enjoyable mechanisms used in the public servers
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Credits For Good Sportsmanship ! Can we find a way to support those who see uneven player count and are willing to change? Yes! Yes I Say! WE can, we must. It is our obligation to future generations.. . .
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The game allows players from a lower player count team to transfer to the higher player count team? Thus making the situation worse? I wouldn't have imagined it would allow that. am i understanding that right?
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>empties the coffee pot and throws the pastries in the trash. >turns out the lights.