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Discussion: Natural Selection / Natural Selection - General Discussion - our 3.2 CO - I want to see hambone mode make a comeback. *THAT* would make combat fun.
  1. #61

    Stupid's Avatar

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    Re: our 3.2 CO

    I want to see hambone mode make a comeback. *THAT* would make combat fun.
    Former TGNS admin until WoW blinded me with flashy lights.

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  3. #62

    Ahnteis's Avatar

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    Re: our 3.2 CO

    Are there plans to fix the communism plugin (free upgrades on new round) even if communism isn't in the long-term plan?

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  5. #63

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    Re: our 3.2 CO

    I was told that was fixed.

    NS Game Officer. TF2 Admin. BF2 Admin / Scripter. PM with issues.
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  7. #64

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    Re: our 3.2 CO

    it WAS fixed, at the end of the rounds it would reset you to 1 after the aliens / hive died, but ealier this weekened we had a series of bugs that seemed to undo it... Zek was joining, we balanced and zek ended up showing up on the scoreboard as in the ready room while at the same time being in game and dying / killing.

    After that, the marines took down the alien hive and the scores did not reset, it did look like it was fixed.... Then again i still see communist mod as not all around good but it does its job i suppose (though i'd rather just have normal CO)

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  9. #65

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    Re: our 3.2 CO

    Hmm... this revert might be my fault. I'll get with Poker and see if we can confirm this is my mess, and then have him clean it up for me.
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  11. #66


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    Re: our 3.2 CO

    Keep combat communism, disable prototech, lifeforms, and hive3 ups.

    EDIT: Buildmenu isn't bad either. Just because you hate xmenu, don't assume everything with the word "menu" in it is inherently like depot's trash.

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  13. #67


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    Re: our 3.2 CO

    I would like to see either hambone mode, or regular plain combat. No silly plugins. Personally I actually prefer Xmenu with all the upgrades and I like buildmenu, but communism is something I do not really enjoy much. Although it serves its purpose. The big deal IMHO is that aliens lose out with communism as they have to upgrade into a lifeform to do anything, whereas marines spawn constantly with full equip.

    I don't know, I learned how to be a better skulk and fade by getting my kills instead of leveling up randomly. Maybe shortening the rounds to maybe 8-10 minutes with the communism plugin enabled? I think 15 minutes is too long

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  15. #68

    Yer Mom's Avatar

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    Re: our 3.2 CO

    COCOMM was exactly as most of us have put it: Good in theory, bad in practice.

    I think instead of arguing about whether we want it or not, or it's ups and downs, we need to develop a newer system that we may enjoy more. Maybe the implementation of a old system, maybe the creation of a new system, or maybe just vanilla combat.

    I think there were two main problems with COCOMM:

    1. - The marines gained the ability to all get prototech upgrades at the same time.

    This means that the entire marine team, be it 3 or 6 or 100, got jetpacks at the same time. It's not uncommon practice for every person on the marines to follow the same tech tree, and this is why you normally saw at least 3/4 of the marine team get JP's at the same time. This may not seem like a problem when the aliens get the same levels, but jetpacks become overwhelming very quickly with the short combat spawn time. Lerks chase JP's around all day long, but once a fade misses a few times, he gets tired of trying and bored with it and wants to move on.

    2. - There is no individuality. Be it unfair or not, combat let's a player's skills shine.

    If you normally run 16-2 as a fade in an ns_ game, you're going to run 60-1 on a combat game. This isn't always fact, but it's something that most people look forward to.

    Our combat is a way of attracting players to the server so that we can move quickly to NS games. While that's good in theory, it destroys the point of combat in general. As far as I can tell, the dev's had the same idea for combat, except with one major difference. Combat is designed to hone your skills. Practice makes perfect, and 15 solid minutes of nothing but fading, or lerking (or whatever), makes things a lot easier for the upcoming NS games.

    We need to think about that when we are considering combat. It's an environment designed for people to practice. Maybe, if it's possible to do without editing the source of the game itself, we could limit how many upgrades people can get. Say for Aliens, you can only choose 1 upgrade per chamber, and you have no access to 2nd and 3rd hive abilities till a certain point in the game. For Marines, you can't switch weapons on a whim, and upgrades can only be purchased at certain times during the game.

    (Marines could see multiple changes if this is possible. IE: No weapons without an armory. I see many maps that have weldable armories as back up ones. Why are the armories there if you still get SG's and HMG's every time you spawn? Maybe change the default winner at the time limit to Marines, and put them on defense for a while?)

    Hive two upgrades normally come around 5 minutes. Make combat game time 30 minutes, hive two upgrades only available after 5 minutes, and hive 3 only after 15. Do the same for Marines. Make it so that the players have to choose wisely, rather than just get everything and go with it.


    Is that possible? It's late, and I'm extremely tired... so if I rambled and jumbled my words... slap me and try and understand.

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  17. #69

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    Re: our 3.2 CO

    So, communism was removed, and I'm in the server with all the bots, generally destroying them. Populating the server has become a little boring, I'll admit, and with that, I have to ask: Is there a way to make a plugin that is similar to communism, but only on the bots? For example, the bots level with the highest level player or something? I can't sit in the server and let the bots kill me just to be sure it might be fun.

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  19. #70

    1Stop|Beowulf's Avatar

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    Re: our 3.2 CO

    or have adding bots turn on communism. shouldnt be harder than changing all the other server variables that are changed when bots are added.

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  21. #71


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    Re: our 3.2 CO

    Remember, you can still manually set the levels of bots with wblvl.
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  23. #72

    1Stop|Beowulf's Avatar

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    Re: our 3.2 CO

    waaaht?

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  25. #73

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    Re: our 3.2 CO

    --No one can remember the correct syntax for wblvl (usually)

    --Only SMs have access to it, if I remember correctly, so regs playing without an SM are stuck playing against level 1 bots.
    Darkilla: In short, NS is pretty much really fast chess. With guns.
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