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12-30-2006, 12:33 PM #16
Re: our 3.2 CO
Pretty much QFT.
I think a sliding scale of XP gain based on game size is appropriate.
In a 7v7 CO round, people will be level 10+ in (probably) under 3 minutes with 33% gained. While that might be amusing occasionally (eg BGH$$$$$ in StarCraft) it's not too much fun and makes for really short rounds (maybe the point)? Even in a 4v4 CO round, 33% is too much IMO. I'd like to have a few rounds of LMG vs. skulk. I'd suggest 15% for 3v3 and trending down from there.Former TGNS admin until WoW blinded me with flashy lights.
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12-30-2006, 06:41 PM #17
Re: our 3.2 CO
I would like to see it changed even more.
I read the description, and it sounded like that everyone would gain 33% xp of any xp earned by anyone else, and full for them selfs.
It seem better then the current plug in, where dieing helps you, so the only reason to live is to keep your current lifeforms.
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12-30-2006, 10:12 PM #18
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12-30-2006, 10:36 PM #19
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12-31-2006, 02:48 AM #20
- Join Date
- Feb 2006
- Posts
- 363
Re: our 3.2 CO
It seems like you could eliminate the "lifeforms vs shotguns in the first minute" problem by creating a, say 5 minute xp cap where no one gained xp from anything, then implementing combat communism at the 5 min mark. Maybe with one of those countdown timers to make it really dramatic.
Has anything like that ever been tested?
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12-31-2006, 11:14 AM #21
Re: our 3.2 CO
Why not make a whole new plugin. Instead of shared exp, just give a certain percent of full EXP every X seconds so that everyone would be lvl 10 at a certain time.
Of course, I'd like to also see the ability for individuals to be +1 or +2 levels if they are doing better then everyone else -- give them SOME reward for their work. (Have a sliding max level.)
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12-31-2006, 03:22 PM #22
Re: our 3.2 CO
You must not have tried this out yet, for it already does what you say.
With the current way, everyone has the exact same amount of XP at all times. Everyone hits level 10 at the same time...
Unless you mean just change it so that kills and death mean absolutely nothing and time is the only factor?
but then CO would be more fun and people might want to play it. Bad.Of course, I'd like to also see the ability for individuals to be +1 or +2 levels if they are doing better then everyone else -- give them SOME reward for their work. (Have a sliding max level.)
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12-31-2006, 04:28 PM #23
Re: our 3.2 CO
From what I understood, he wanted kills and deaths to mean very little. Since everyones going to be the same level anyways, make it based on time alive instead of kills. This allows the players to play at the various levels for longer (Instead of being maxed out withing a couple minutes).
I was going to say I liked the idea of XP for damage, but if everyones gonna be the same level his idea sounds like alot more fun.
I'm one of the first to say the server is about NS_ game play, but making CO_ unfun is counter productive. It's there to attract players and keep people entertained while they wait for NS. When enough people are on it switches automatically so why try and make CO crappy for the people who seed the servers? CO fun is GOOD, because we seeders don't want to be frustrated and bored while making NS possible.but then CO would be more fun and people might want to play it. Bad.
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12-31-2006, 04:54 PM #24
Re: our 3.2 CO
I personally don't like the new plugin very much. The games just don't seem to be as fun anymore (as much as CO games get, anyways).
The problem I see with the kills/deaths not meaning anything is that all the players have to do is run out and die just to max out the XP as fast as they can =\
What about if the XP was only shared between teams, instead of everyone?
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12-31-2006, 04:58 PM #25
Re: our 3.2 CO
I thought we'd tried the XP being shared across one team. That really frustrates people, as it leads to an entire team destroying the other team.
I've thoroughly enjoyed the COCOMM. The gameplay is very balanced and action-packed. Good mind-numbing time passer as I wait for NS. I've yet to wait too long.Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup
Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.
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12-31-2006, 04:59 PM #26
Re: our 3.2 CO
The plugin is broken still..exp carrying over. CO rounds all starting at lvl 10 or whatever.
I think the plugin isn't bad, but...I think its needs to only give like 10% of the exp it's giving...or less. There still needs to be an incentive to play well. imho.
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12-31-2006, 05:03 PM #27
Re: our 3.2 CO
The bug will be fixed, in time. The percentage will also be tweaked, I'm sure.
Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup
Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.
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12-31-2006, 10:53 PM #28
Re: our 3.2 CO
I don't like this plugin one bit. Regardless of what the exp rate is, the fact won't change that the communism plugin removes every shred of incentive to perform well in the game. It makes absolutely zero difference whether you kill or are killed, and everybody just messes around until we all hit level cap, at which point marines get JPs and suicide the Onos-guarded hive. It gets old very fast. Say what you will about combat, but I'd rather play a real game than just a max level slaughterfest again and again.
Last edited by Zek; 01-01-2007 at 01:31 AM.
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12-31-2006, 11:36 PM #29
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01-01-2007, 06:26 PM #30
Re: our 3.2 CO
Yeah, I had an opportunity to play through several matches last night. It just didn't seem entertaining at all, once the coolness factor of "hey, I get to upgrade!" wore off.
So my vote is for a return to the prior state, but I like the fact that we're trying new stuff for CO.
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