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Madkill40

Phase 5 Beta Testers
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Posts posted by Madkill40

  1. 38 minutes ago, Tytonium said:

    and make them only available to play on any given server once per couple of days. As in they can only show up in the voting list every 48 hours.

    Don't you come in here with your limitations and dictatorial over when players can play what! 

    Fairplay keep their server as is, CT can just try two servers- one with Vanilla map pool and one with Newer map pool. If @Fffreak9999 allows this.  24/7. CT Vanilla Maps Mara; CT Newer Maps Mara.

  2. To keep in with the spirit of this thread;

    Toxicity is a map with a great amount of options for any class or vehicle that most players find Field a thoughtless safe-haven by comparison and as such, hate on Toxicity rather than hate themselves. :P

     

    Edit: BUt no seriously the post before this one of mine, lets start having two servers, one server with *VANILLA* maps and the other server with only *NEW* Maps [no vanilla maps]

    Because that's how it was back in the old Renegade days anyway and FOR GOOD REASON it would seem

  3. I like the idea of a vanilla only map server, then a server with none vanilla maps. 

    • Daybreak,
    • Tomb,
    • Oasis,
    • XMountain,
    • Toxicity,
    • Outposts,
    • Cliffside,
    • Arctic Stronghold,
    • Eyes,
    • Tunnels,
    • Lakeside,
    • GoldRush,
    • Desolation,
    • Steppe, [release it officially already ya dangnabbitt devs]
    • Field-X,
    • Reservoir,
    • Uphill,
    • Crash Site 
    • Snow/X
    • Storm

    Map pool of 20 fresh maps.

    Vanilla in this sense being maps based on the official Renegade map list. 

    • Field,
    • Under,
    • Islands,
    • Hourglass, 
    • Walls,
    • Canyon,
    • Mesa,
    • Volcano
    • City [Once its done]
    • Complex

    Map pool of 10 vanilla maps for one server.

    Because lets face it, not having two separate servers with one running just the vanilla Renegade maps everybody remembers and then a separate server with everything else is borderline absurd - "OH COOL RENEGADE X? I'll play that! Oh everyone just wants to play the same maps from a fckn decade ago? Where's the fresh content? fuck it. Am out."

    Some may argue "But that might split the players per server" -Thisisnotabadthingfuckyou

    @Fffreak9999

    • Like 1
  4. On 1/29/2020 at 5:50 AM, Ghostscythe said:

    Good games going, 8-14 people on the server, for 5-8 games in a row. Server rotates to toxicity and empties.

    Other than a more compact version of Toxicity I don't know how I'd be able to make the map more ideal for player populations of 8-14.

  5. I actually made the GDI Barracks more susceptible to infantry rushes, however you still require an EMP at the very least to get inside the Barracks, but you can leap from the infantry path into the GDI Barracks. [As with the Hand of Nod, it was quite easy to sneak in if unattended]

    The Refinery's are still prone to being infiltrated, the capturable silos can be defended with vehicles as well as infantry for each teams' side, but not attacked with vehicles without going through either teams' base. *From each capturable silo there are vehicle perches deliberately to attack static enemies camping the middle base entrances]

    The harvesters are intended to be prone to attack and I can't particularly change the distance the harvesters must go to procure tiberium, defend them from attackers and you should be okay. Harvesters, Comm. C. and Silos are the intended early game infantry targets primarily. I dislike infantry that can destroy a building in under 5 minutes with ease (but this can still be done)

    I need to know which direction to change the global stealth settings for the map, I want stanking and SBHs to be doable but I don't want them to be Nod's sole weapon for one of the easiest achieved victories [given that there are so many routes, stealth tanks/inf still need to be challenged] 

    I've designed the map in such a way that attacking from blindspots from afar is more difficult, but there is only so much that I can do to modify the map without being around when players actually play on the map.

    Toxicity is designed for a minimum of 36-40 players due to the size and openness, minor base defence's are to deter early game infiltration (which is not impossible, just challenging) but they're only minor defenses and can't be expected to defend an entire entrance by themselves. There are enough minor defenses in the base to prevent early-game rushes but even then, infantry can still do their infantry thang.

    I didn't think the TickTank would have given Nod so much of an advantage over GDI. 

    How often is the middle section contested? Its purpose is a through-route for vehicles to flank other vehicles.

    Also, both teams should use APCs frequently just like the Chinooks on Walls.

    There are only two vehicle routes into each base, cover the tib field and middle with vehicles whilst having at least two infantry watch the base for infiltration and either team should have a hard to defending.

    There isn't a lot I can do for the map to make it less of a sniper haven, however I am all for adding blocking volumes to prevent snipers from achieving a height advantage that would give them a large open view.

    Many players from what I've noticed in the past don't attempt to go to the capturable silos with vehicles, despite the location being a one-way exit from the base onto the field. 

    Toxicity being a GDI or Nod map seems debatable as I've heard different players state it is in favour of either team, it just depends on their experience. 

    Criticisms and feedback are always welcome.

    Lastly, Toxicity has so many opportunities to flank your enemy in numerous ways - the only weakness for either team is the tibfield route, which is intentional - cover your vehicle entrances but don't let your enemy keep you in your base, there is always a way out with Toxicity.

    • Like 1
  6. On 2/9/2020 at 7:27 PM, Harvester said:

    in infantry only path middle map there is rock collision glitch. you can hide inside fully covered by rock.

    Thank you for point this out, I also had a bit of reflection regarding tight spaces for vehicles and I have expanded areas of the battlefield for vehicles, given that this is a flying map the less Veh blocking volumes the better for aircraft too. 

    The destructible ice boulders exist still but they're not blocking the route to the tib fields, should be interesting to see how play would work on the map - additionally optimization measures have been taken

  7. On 2/8/2020 at 5:53 AM, crazfulla said:

    Yeah but I don't want to be shooting it for 2 minutes while the enemy is shooting me the entire time. So much effort just to riush the harvester, which is really only something people do at the start of the match, unless the harvester comes clear intop the field.

    I get what you're saying, but that harvester path is also a route round into the enemy base for vehicles primarily

  8. On 2/3/2020 at 7:59 PM, DenWellingston said:

    Yes! He is!

    If you are reading this then you are chosen or have been chosen to be assigned to a most grievous task ... Welcome... to 64-bit hell! 

    Never do 64-bit + FX CPU during a PUG. I got stuck on a PT screen for 3 and half minutes just listening to every team mate bark alerts for me to be stuck incapable of doing anything whilst frozen ... just listening to their cries ... we lost that round that day.

    • Sad 4
  9. Give supporting roles a killing floor perks-based mechanic, up to 3 different specializations -

    Sprint longer, based on veh damage healed/repaired - can be stacked to increase sprint longevity 

    Attack speed modifier (including deploy rate of all c4) based on mine kills and base (inf) kills.

    +3 credit tick rate based on building kill or direct-MCT armour repaired. (Kill a building or heal a MCT for a good portion of the game

    These perks are only active whilst playing as an Engineer/Hotwire/Technician

    To earn the specializations requires dedication to the role during a game to earn them

    The sprint longevity I like most, passive buffs that benefit the tedious parts of playing a role are more ideal as they're less likely to break the game.

    The bottom line is this: If I have over 1k(random figure) of heals dealt I'd like to be able to have a longer sprint when playing Engi/Hot/Tech for that match.

    If I'm stuck in base repping MCTs for so long then increase my tick rate and allow me to make the most of having more credits than opportunity of leaving the base after repairing past a certain threshold 

     

    Build on existing habits and reward the players prone to these habits to encourage other players to take roles they wouldn't otherwise do

    • Like 2
  10. I prefer team-wide propositions... 

    E.g. Nexus has requested trading their team mate jpj for kaunas. 

    Every player on the opposing team to Nexus then votes F1 to accept trade of Jpj or F2 to refuse and keep Kaunas

    Self-moderation at its finest. 

    Ideal if the server is full.

    As a player you may only make this vote once per 10 minutes - (so 1 player can't spam the shiz out of it)

    The players being switched have 10 seconds to refuse the trade before the initial vote on them starts - initial voting lasts for 20 seconds. 

    This has a hidden trick to teach players to read the HUD too which is tyrannically important

  11. User friendly you could have these earned based on points gained doing particular task(s) - depending on the task(s) this decides which specialization you earn, as a way to reward the player for what they've been doing, earning a specialization teaches the player that what they've been doing has been beneficial/appropriate.

    Rep points = rep-based specialization

    Kills = ammo-based specialization

    Veh kills/dmg = veh-based specialization

    Etc.  And depending on how far you go on the programming end, it'd be doable to base kills on specific weapon types (grenade, bullet, rocket, mine) to enable a more specific specialization 

     

    This primarily encourages players to stick to a class/role to achieve such specializations. 

    Perhaps just rep-points/supporting roles should have specializations - to encourage players helping their team mates?

  12. 1 hour ago, Agent said:

    I have absolutely no intention of ever moving mine and vehicle limits out of Rx_MapInfo; I was one of the people who strongly supported it being moved there to begin with lol. What I meant was that maps should be able to functional and that INI files should be optional / only needed to display info in the skirmish menu.

    image0-28.jpg.d56520e3dca76e3a66841f3ecbc72044.jpg

  13. 2 hours ago, crazfulla said:

    Hard for infantry to get inside AGT

    You need a smoke, like with any AGT. Obby is much taller than AGT. But I think I may be able to make the AGT more accommodating for Nod and GDI, whilst making the AGT more ideal for GDI as well

    Nod Harv had an odd Node thing, one of those "working fine before, one node moved and harvester is confused" 

    Rocks have lots of hp because typically there'd be more than 1 player trying to get access to the harvester.

  14. On 1/16/2020 at 10:09 PM, Reivax said:

    amazing work ❤️  how have you made these pics? the strange scrin ship is really nice :)  

    Google Images for the actual 'artwork' portraits, some of which are edited and blended with other images - Whereas the card shape and texture I made myself

    • Like 1
    • Thanks 2
  15. I wouldn't mind task ability modifiers - as in a passive task done increases a stat with how fast, how much etc. [faster planting of mines, carrying extra ammo, a bit of extra armour on a vehicle] Based on X frequent stat accomplished (weapon-related kills, vehicle-related damage/heal/kills or item-related kills/affects)

    But each reset once/if promoted, to then relearn the same or different stat bonuses i.e. Specializations

    Base specialization on stats earned during gameplay?  Breaking away from the "time spent in X", a more specific to character-stat boost which comes across more plausible as the game already and nicely registers specific-type kills - which makes for a better basis indeedz :D 

     

    Can't have people who do nothing earning something - experience through specialization whilst Recruit / Veteran / Elite / Heroic. , multiple before promotion is possible though should be difficult to achieve under Recruit/Veteran, Elite potentially 3 depending on specialization-task.

    Character specific, seeing as the game has classes - free infantry would be easier to earn potentially.


    e.g.

    Hotwire/Technician -: Sprint for longer [repair base stat]  /  Speed of deploying C4 [Kills with C4, (Remote, Timed, Proximity)]

    BHS/Dead-Eye -: Sprint for longer [11 kill combo] / Additional ammunition [23 kills]

    Global:  More ammunition for Reptool [healing friendlies] 

    Global: Additional strike [Airstrike effectiveness/kills] [GDI- 1 extra jet, Nod- 3 extra shots]

    LCG/Gunner -:  Extra Armour [Vehicle kills] / Extra AT Mine deployment [Vehicle kills with AT mines] / LCG-specific: Faster reload [17 Infantry kills] Gunner-specific: Additional Ammunition for Rocket Launcher [Building Damage]

     

    Additionally, you'd only obtain them once per rank, as in a player can't stack them by getting 17 infantry kills repeatedly and have godly reload with the LCG.

    Once promoted due to the global stat increase you lose your specialization, you can earn it again or decide to switch to other specializations, shrugged off a burden in some cases.

    Carrying over a specialization from recruit to veteran to elite and then to heroic, even without stacking, could breed horrible formulas breaking the game or the opposite. Really depends on the specialization bonus.

     

    Something earned is valued and enjoyed more than deciding on what to pick, newbies don't know what to do but there's a chance they'll specialize based on their passive in-game activities. (Whereas more seasoned players can share knowledge of specialization and/or finally get summin' for their existing most passive task)

     

    2 hours ago, Ghostscythe said:

    specialization NOT experience

    This seems like one of them oxymorons... 

  16. 20 minutes ago, Agent said:

    I wasn't sure whether it would be more useful to try to sort them based on usage, or to try to keep things as close as possible to their current positions to aid in muscle memory. Based on feedback though it definitely seems like at least some folks would like at least the option to keep things closer to muscle memory positions.

    What's the likeliness of having an options in the menu > Settings screen to allow players to assign their own numbers to the Ctrl/Alt list? [Post-prune of course]

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