SquadForce mutator concept

Developer discussion of experimental fixes, changes, and improvements.

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Postby [-z-] » Sat Aug 30, 2008 4:02 am

Ignore the doubt and preconceptions from the naysayers. This idea is great. You have thought it through well and pyschcf already has some code written. I used to play ETF and found it great fun. I'd love to see this mod go forward.

Great work!
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Postby Blµb » Sat Aug 30, 2008 8:08 am

KillaGrunt wrote:WOW. When you are finished with this (unless you already are) it would make people that play CTF actually work in teams.

no it wouldn't
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Postby Morphed » Sat Aug 30, 2008 9:58 am

Blµb wrote:KillaGrunt wrote:
WOW. When you are finished with this (unless you already are) it would make people that play CTF actually work in teams.
no it wouldn't

yes it wont force ppl to teamplay, or wont make it more easy to work in teams. I think that only radar or minimap can do that. Im not going to turn away from enemys all the time to see if group is following me or not, but it will make staying in teams more attractive just you wont be able to do it easily

[-z-] wrote: You have thought it through well and pyschcf already has some code written. I used to play ETF and found it great fun. I'd love to see this mod go forward.

unfortunately he don't have time to work on this

inficio wrote:maybe give the individual a boost, either as alternate to the field idea or in addition to. the values would have to be changed so they wouldn't become overwhelming. i could imagine some nifty perks as individual skills, like double-jumper or someone who doesn't take damage from his own laser.
giving individual boost instead of auras would be totally different mod. In the future it would be really nice to have individual skills like, medic could resurrect, warrior could get battle roar and double shooting rate of all weapon for short time, spy could change colours to opposite team, saboteur could plant mines, etc but I don't want to scare potential coder with too much stuff to do ;)

inficio wrote:a particular issue i have is with the commander. depending on how a person becomes commander (first to choose vs being voted [with voting adding too much complexity]) then you could end up with some guy who's doing something somewhere you don't want to spawn. if he's attacking and you base is in dire need of defense, etc. as an alternative, maybe the commander can further boost the other boosts.
yeah you are right, maybe he need to have higher chances to spawn teammate if he died near him and much lower if he died elsewhere. But some times it might be good if you are spawned outside of base if its attacked, too many popular maps have most spawnpoints right inside base and it make it impossible to assault other that 1 speedfreak with 400/400 hp/armor :P

halogene wrote:On the other hand, Nexuiz is a very fast-paced game and many, especially new players may find such a game mode confusing. I myself doubt I would be able to react properly to the specific bonus of a player in the heat of the battle, not to mention if such bonusses were allowed to be combined.

But then, hey, this isn't a game for noobs only, is it? For those who, like me, would appreciate a bit more of teamplay and strategic communication, this really might make a desirable advanced game mode. For the sake of understandability I would recommend to restrict the number of available bonusses. I don't know which to drop, though - I like them all...

New players can chose character they like based only on name :) it wont gimp your team, if someone chose medic but don't know what medic should do, he still will be healing ppl all around him. I hope that class menu will have large descriptions for each bonus and some simple gameplay for each class for ppl that want to learn it and big button "random" for ppl that don't want to learn and just play :)

halogene wrote:Just an idea: maybe you could pair each bonus with a specific disadvantage like it is with the runes?
I hate that part of rune game mode, and I think its not only me because nobody plays it


Komier wrote:When you say, "Adds 50 armour" for the defender class, do you mean that the armour regenerates to 50 and rots to 150? I like your idea if this is the case. Instead of stacking on 50, he would have a reason to stay because of the need for the extra armour.
I was thinking about persistent 50 armour that adds to your armour, it never rots or cant be damaged for sake of simplicity but maybe coding something more advanced wont be that hard :)

Fisume! wrote:You shouldn't be able to see which class the opponent is.
I like idea that that you don't shot everything that moves but you will need to think and chose right target, for example if you see 2 commanders in your base you need to kill them 1st or they will keep spawning teammates all over the place

Thx for interest and all replies :)
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Postby Psychcf » Sat Aug 30, 2008 9:03 pm

Morphed wrote:
[-z-] wrote: You have thought it through well and pyschcf already has some code written. I used to play ETF and found it great fun. I'd love to see this mod go forward.

unfortunately he don't have time to work on this


My plans have changed, if things go well I may be able to work on it in a week or two :)

BTW: my original class-based mod used a different playermodel for each class, not sprites. I felt that sprites would make it feel cluttery, especially with a lot of players. We could use the images on the class selector though.
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Postby take_this_cup_of_poison » Tue Sep 16, 2008 6:10 am

Can't wait to play this.
The sprites look good too.
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Postby halogene » Tue Sep 16, 2008 8:00 am

The more I think of this project, the more I like it. I really am looking forward to play this mod on a test server to see how the different classes are balanced.

Good stuff!
<Community>: Why was the name "Nexuiz" licensed to IllFonic in a way that allows IllFonic to use the name without any suffix or subtitle for a commercial console game?
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<Community>: http://www.xonotic.org
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Postby Komier » Sat Sep 20, 2008 6:51 pm

Ah, a persistent 50 armour sounds like a good idea as well. I'd be defender if this was how it would be. :D
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Postby Fisume! » Sun May 17, 2009 9:08 am

How's doing this?
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Postby Morphed » Sun May 17, 2009 12:00 pm

Fisume! wrote:How's doing this?

there are no coder that would like to code this
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Postby Psychcf » Sun May 17, 2009 11:29 pm

Morphed wrote:
Fisume! wrote:How's doing this?

there are no coder that would like to code this


I think we need to consolidate all this into one project, just so that we don't have to reproduce the same code.
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