Thread: our 3.2 CO
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01-09-2007 06:32 PM #46
Re: our 3.2 CO
If I ever get back into AMX coding (not likely for this semester) I may write out that Income Tax plugin Kero.
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01-09-2007 10:58 PM #47
Re: our 3.2 CO
Why do that? Agree that you want it on the server and make Wyz or Poker do it. :P
-MomYer Mom /O>
To all but me is the look given but never received. My heart sinks faster and faster every time I look into them, yet I do not understand their controling power on my soul. - W11114m W45h1n670n
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01-10-2007 01:16 AM #48
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01-10-2007 08:20 AM #49
Re: our 3.2 CO
I enjoyed the few rounds I've played of combat on the server. Especialy the fact that if a new round begins before the time limit, the exp remains.
One problem I see though is the fact that the wining team usualy ends up winning within a short ammount of time. Maybe throw a twist in there, and deduct so many levels from the winning team.... Reverse the rolls, and see what happens!Read the TG Primer, the TGNS Primer and most importantly, the TGNS Rules | My Website!!
birdie_in_Texas:ok..i feel stupid here..what is "NS"..? Wyzcrak:Natural Selection. Don't feel at a loss for not knowing the acronym. Feel at a loss for not having experienced the game.
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01-11-2007 12:39 PM #50
Re: our 3.2 CO
Okay, here's an idea.
--<==CO_ASSAULT==>--
1) Two teams, randomly determined to be on offense or defense.
2) The defending team gets normal XP for killing.
The attacking team gets half normal XP for killing, but gains a level every 1.5 minutes
3) The Attacking team has half the respawn time
4) The Attacking Team's 'thing' is invulnerable
The Defending Team's 'thing' is not invulnerable.
5) Teamwork is absolutely positively KEY on each team. Which is the goal of the server, correct?
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01-11-2007 02:53 PM #51
Re: our 3.2 CO
So why does the attacking team get the bonus for waiting in your example? If I was an attacking team on that plan, I would wait in base for 3 minutes until everyone hit 3rd level, and then roll over the 1st level defenders.
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01-11-2007 05:18 PM #52
Re: our 3.2 CO
It would give the defenders a chance to rush you, and if you're fighting to get out of base... Makes things difficult. The way that the entire team gains a level is because it is to represent increasing forces brought on the defenders.
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01-11-2007 06:04 PM #53
Re: our 3.2 CO
Scenario 1: Aliens are the attacking team. The Hive is invulnerable, so there is nothing stopping the aliens from all hiding in a vent for the 1st minute and a half of the game. Marines have absolutely no way to gain experience. Once all the aliens are at level 2 and the marines are all still level 1, the aliens upgrade cloaking and cloakwalk into marine start. They ambush the marines, kill everyone in the room, then leave 2 or 3 cloaked guards while the rest chew down the comm chair in record time.
Scenario 2: Marines are the attacker. Marines stand in marine spawn and train guns on the doors. Aliens MUST push in to have a chance, but they will be cut to ribbons by the massed LMGs. Marines continue to camp until level 4, get Shotguns and resupply, and march into the Hive completely unopposed by the hordes of level 1 skulks.
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01-11-2007 06:49 PM #54
Re: our 3.2 CO
3.2 CO
By Mom
I call this one Q-Tip... just cuz it's snappy.
Round 1 of the combat game goes as follows:
Marines Defense, Aliens Offense
(possible?)
optional-> buildmenu enabled for Marines to get pg's only, Aliens get OC's only.
Marines have certain capping points on forward defense moving out of MS. Say the map is co_faceoff, leaving MS the doorway before the center room on the bottom side, and the doorway to the same room on the top side should have capping points for forward defense. As long as Marines hold those capping points, they gain slow XP.
On the other hand, Aliens start the game a point or two ahead of Marines, to serve the purpose of providing sufficient offense to take the points away from the Marines.
Taking both of these forward points also makes the Comm chair invulnerable, but only as long as both points are held. If both points are held at the end of the game, the Marines win. If the Aliens possess atleast one point, they win.
(would make for some very interesting end game, imho)
Guess it would help to add round two, but it's only the reverse of this with roles swapped. Actually, if we just accomplished the above with Marines, that'd be sexy enough to play with...
-MomYer Mom /O>
To all but me is the look given but never received. My heart sinks faster and faster every time I look into them, yet I do not understand their controling power on my soul. - W11114m W45h1n670n
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01-12-2007 10:28 AM #55
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01-12-2007 01:28 PM #56
Re: our 3.2 CO
Simply reverse the roles so that the team that is TRYING to defend is the same team that gets BENEFITS for defending. Your set up forces the "defenders" to actually be attacking in order to have any chance at all.
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01-12-2007 01:39 PM #57
Re: our 3.2 CO
Hmm... so are you saying that the defenders should gain a level for defending in X amount of minutes (3 perhaps?), while the attackers get half-spawn time?
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01-16-2007 04:35 PM #58
Re: our 3.2 CO
I have noticed that the server is populating a lot easier now. I think that I've also noticed that the Communist plugin is still in effect only the xp gain rate has slowed down a lot.
I think that the plugin can be fun if we tweak it the right way. Everyone gaining xp for every kill isn't going to work. Maybe when someone gets a kill the rest of the server gains 1/4 of that experience, while the person getting the kill gains 3/4.
I'm not sure if we're back to regular co now, or if the plugin is still in affect, but I know that I was gaining xp while a marine was shooting my hive the other day.
-MomYer Mom /O>
To all but me is the look given but never received. My heart sinks faster and faster every time I look into them, yet I do not understand their controling power on my soul. - W11114m W45h1n670n
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03-13-2007 10:21 AM #59
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03-14-2007 05:09 AM #60
- Join Date
- Jul 2006
- Posts
- 15
Re: our 3.2 CO
I would like to see aliens get nerfed. Unless marines have a successful early rush, they're going to lose at least 2/3 of the time.
Why?
1. At level 10, you're going to have fades and onos better than than those same lifeforms in NS; at higher levels there's even more of a disparity. example: in NS, you can be cara+focus+cele fade; in CO at level 10 you can be cara+regen+redemp+focus+cele fade
2. dying as alien in CO has almost no penalty besides egging again; this again contrasts highly to NS, where dying as fade or onos might mean having to several minutes for res
3. web is brutal, especially on some maps (if you get GL, fades kill you; if you dont get GL, you get webbed and fades kill you; if someone else has a GL, they eventually die, webs go up, fades kill you)
4. level leaching; by this, I mean one person breaks the "threshold" and is able to fade, obtaining lots of kills b/c it's easy; the remainder of the team stays around this person and gets levels by proximity
to further address current plugins, which imo make it even harder:
5. more levels means tougher aliens (see argument #1), with marginally better marines (level 3 guns is great, but not when it means aliens are all onos and focus fade; I do like the plugin some servers have where you can buy further upgraded guns i.e. level 5 weapons in order to combat 4 carapace onos that extra levels causes)
6. late joiners get instant high levels, and can immediately onos (I like this for marines however, since you can grab a JP and get in the action since starting at level 1 means it's terribly hard to get any levels b/c of focus fades)
So I would propose (exclusive ideas):
1. Cut out the alien extra levels; imo, 10 is too much as it is since they're stronger than NS aliens anyway (8 levels gives you onos+cara+cel+sof or fade+focus+cara+cel or gorge+web+cara+adren or lerk+focus+cel+cara+umbra or skulk+whatever); marines need all the levels they can get since they are the attackers (jp+shotgun+lvl 3 guns is 9 levels; add in a gl+medpacks and it's 11)
a different idea that I think would make Combat more interesting and better for practicing (which is my purpose for playing Combat; if people want to fade/onos/whatever in Combat, no one will call them a res whore or complain if they die; this is very different in NS; hence, Combat is combat training)
2. Make dying as fade/onos matter; this could be something like if you spent 3 levels on going fade then died, you would lose those levels; in order to fade, you would have to spend 3 free levels
(example: you are level 7 and have 6 free upgrades; you go fade and die; you are now level 4 and go fade again; you are still level 4; you get xp and become level 7 getting carapace and focus; you die and become level 4 again; you need to earn level 7 to get 3 free levels in order to be fade again)
Why do this? b/c it matches NS's penalty for dying, and makes fading in Combat actually somewhat of a challenge and test; i.e. do you go level 4 fade , hoping you wont die, or do you grab early upgrades and then fade; this also makes fade and onos kills actually relevant, since one of the greatest frustrations in Combat is that "oh yes, finally killed the fade! oh, it's been 20 seconds, and he's fade again..." whereas it's (usually) very different in NS. This will also make better fades and onos, I would assume, since they won't be suiciding into marine start and will actually learn to hit and run like NS higher lifeforms would.
So the summary: As it is, aliens are terribly overpowered, since there is no penalty for dying and fades/onos are very cheap to buy (shotgun is 2 levels; fade is 3). Nerf aliens by giving them less levels than marines; perhaps add a mod where dying as higher lifeform takes away those levels to make dying matter.
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