Author Topic: Structures and placement.  (Read 5634 times)

Offline grmg.pl on: November 18, 2012, 02:06:17 AM

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1. All alien structures can be placed on any surface. OM on ceiling, egg on wall.
2. Consider standard starting base (both alien and human) on Karith. At the start of a match to put this base in any of the randomly selected "areas" of the map, like darkstairs, elevator room etc.
3. Make the trapper usable and not a waste of bp like now.



Offline GLAMEOW431 #1 on: November 18, 2012, 05:10:03 AM

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OM would be awkward on a ceiling, it's too big and heavy looking.

Eggs on walls would be a nice change.

Trappers could use a bit more range and a slight HP increase.

Offline ViruS #2 on: November 18, 2012, 05:28:19 AM

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OM would be awkward on a ceiling, it's too big and heavy looking.

Eggs on walls would be a nice change.

Trappers could use a bit more range and a slight HP increase.
On my 1.1 mod the trappers have 60 hp rather than 50. It doesn't really make much difference honestly.
The trappers actually delt damage though, they were quite overpowered. They did 48 dmg total* to the torso, has negative knockback ["reels in" people to the acid tubes nearby, it's a handy thing] and slows people down if it misses by shooting some invisable granger slowblobs*. Also, they regen really slowly, but to counter this i have a permanent vampire mode for trappers, so as long as they hit they can regen big chunks of health per shot. They also continuously fire even if the human is trapped, not giving them a chance to escape <3
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Offline grmg.pl #3 on: November 18, 2012, 10:55:08 AM

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OM would be awkward on a ceiling, it's too big and heavy looking.
Nobody cares if it looks awkward. In any random UBP match "awkward" is  often normal building placement.


Offline Rotacak #4 on: November 18, 2012, 01:03:56 PM

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1. All alien structures can be placed on any surface. OM on ceiling, egg on wall.
2. Consider standard starting base (both alien and human) on Karith. At the start of a match to put this base in any of the randomly selected "areas" of the map, like darkstairs, elevator room etc.
3. Make the trapper usable and not a waste of bp like now.

1. By default will be possible to build everything on walls and ceilings.
2. Various base locations will be able to defined everywhere.
3. That depends on gameplay testing.

Offline Lancer #5 on: November 19, 2012, 02:52:16 PM

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1. All alien structures can be placed on any surface. OM on ceiling, egg on wall.
2. Consider standard starting base (both alien and human) on Karith. At the start of a match to put this base in any of the randomly selected "areas" of the map, like darkstairs, elevator room etc.
3. Make the trapper usable and not a waste of bp like now.

1. By default will be possible to build everything on walls and ceilings.
2. Various base locations will be able to defined everywhere.
3. That depends on gameplay testing.

1: Depends really, if the overmind is build on a wall, or on the ceiling, how about extra creep supporting the overmind, because the overmind is quite a heavy bastard?

2:So from what i understand - Random base locations (layouts)?
That's sweet!

3: Understandable, it's kinda underpowered now and never used, although well placed, it can be a pain in the legs.

What about the creep?
Can a granger place his "poo" there, and it will spread out?
Think of "map control"?

Any form of resource gatherers, like nalf's mod?
(Creep Colony / Refinery for BP's?)

Offline Rotacak #6 on: November 19, 2012, 03:13:37 PM

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1. All alien structures can be placed on any surface. OM on ceiling, egg on wall.
2. Consider standard starting base (both alien and human) on Karith. At the start of a match to put this base in any of the randomly selected "areas" of the map, like darkstairs, elevator room etc.
3. Make the trapper usable and not a waste of bp like now.

1. By default will be possible to build everything on walls and ceilings.
2. Various base locations will be able to defined everywhere.
3. That depends on gameplay testing.

1: Depends really, if the overmind is build on a wall, or on the ceiling, how about extra creep supporting the overmind, because the overmind is quite a heavy bastard?

2:So from what i understand - Random base locations (layouts)?
That's sweet!

3: Understandable, it's kinda underpowered now and never used, although well placed, it can be a pain in the legs.

What about the creep?
Can a granger place his "poo" there, and it will spread out?
Think of "map control"?

Any form of resource gatherers, like nalf's mod?
(Creep Colony / Refinery for BP's?)

1. Supporting egg would have no vissible effect for OM, so it could confuse players (you will kill egg and OM on the other side of wall will fall down)

2. Not exactly randnom, but you can define layouts and then randomly or exactly select one from them.

3. I am not sure how on 1.2, but on 1.1 it was used quite often.

Offline Nomad #7 on: November 19, 2012, 04:31:35 PM

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1. All alien structures can be placed on any surface. OM on ceiling, egg on wall.
2. Consider standard starting base (both alien and human) on Karith. At the start of a match to put this base in any of the randomly selected "areas" of the map, like darkstairs, elevator room etc.
3. Make the trapper usable and not a waste of bp like now.

1. By default will be possible to build everything on walls and ceilings.
2. Various base locations will be able to defined everywhere.
3. That depends on gameplay testing.

1: Depends really, if the overmind is build on a wall, or on the ceiling, how about extra creep supporting the overmind, because the overmind is quite a heavy bastard?

2:So from what i understand - Random base locations (layouts)?
That's sweet!

3: Understandable, it's kinda underpowered now and never used, although well placed, it can be a pain in the legs.

What about the creep?
Can a granger place his "poo" there, and it will spread out?
Think of "map control"?

Any form of resource gatherers, like nalf's mod?
(Creep Colony / Refinery for BP's?)

1. Supporting egg would have no vissible effect for OM, so it could confuse players (you will kill egg and OM on the other side of wall will fall down)

2. Not exactly randnom, but you can define layouts and then randomly or exactly select one from them.

3. I am not sure how on 1.2, but on 1.1 it was used quite often.

Yeah, on 1.1, I always trapper-spammed main atcs base, humans had a hard time destroying them ;)

Offline Iltavuo #8 on: November 19, 2012, 04:57:18 PM

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Trappers were very useful in 1.1 and 1.2gpp too. It's just that many played on the unlimited build point server on 1.2 gpp, where the trappers would often be placed near tubes, so they would get killed by lucy splash damage before anyone came in range. They were still useful though. Also the 1.2gpp type of buildpoint pool didn't really favor buildings that died fast, since you'd have to wait to get the lost build points back after the trapper with low hp died.

Offline Rotacak #9 on: November 19, 2012, 05:43:25 PM

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What about the creep?
Can a granger place his "poo" there, and it will spread out?
Think of "map control"?

Any form of resource gatherers, like nalf's mod?
(Creep Colony / Refinery for BP's?)
I forgot reply to this.

We do not thinking about "map control" systems.

Creep Colony / Refinery - it is possible that we will implement this later, but not like default game.

Offline Lancer #10 on: November 19, 2012, 06:29:16 PM

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What about the creep?
Can a granger place his "poo" there, and it will spread out?
Think of "map control"?

Any form of resource gatherers, like nalf's mod?
(Creep Colony / Refinery for BP's?)
I forgot reply to this.

We do not thinking about "map control" systems.

Creep Colony / Refinery - it is possible that we will implement this later, but not like default game.

How will you deal with campers then?

Offline grmg.pl #11 on: November 19, 2012, 06:36:39 PM

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The problem  is many people like or prefer camping. Denying them the possibility to camp at all or penalizing them might discourage (cough, cough :) ) "younger" players from playing T2. BUT I would love to see some of the Nalfs' ideas about this get implemented somehow. Maybe as an option.

Offline Lancer #12 on: November 19, 2012, 08:47:38 PM

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The problem  is many people like or prefer camping. Denying them the possibility to camp at all or penalizing them might discourage (cough, cough :) ) "younger" players from playing T2. BUT I would love to see some of the Nalfs' ideas about this get implemented somehow. Maybe as an option.

I've done some Natural Selection 2 games, and there is absolutely no camping there.
This is because you need to go forward as you need to claim resources.

There is 1 commander, who builds the buildings, and his soldiers must clear the room and defend it to build resource gatherers there.
Then when you claimed it, you get a steady income (either 'Credits' or 'Evolution points').

But as you progress trough the technology tree, things become more expensive, so you need more resources.
If you don't attack, you get stuck and lose.

Offline Rotacak #13 on: November 19, 2012, 10:52:37 PM

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Camping is not a problem, if you playing like team. If you playing solo, then you can be smashed by campers, because all of them aim only to you.

Nalfs solution can have negative impacts, because creep range will pass through walls. But like additional option - why not.

Offline Gunther #14 on: November 21, 2012, 04:35:46 PM

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Trappers were killer in 1.2 when used right. But they fired too slow. You had to standing there for them to get you. Please make them fire much faster to kill the dodge-whores.
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