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Natural Selection - Tactics and Mod Discussions Discussion about Natural Selection tactics, maps, and mods.

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Old 06-04-2007, 05:46 PM   #16 (permalink)
 
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Re: Impossible plugin

Kerostasis was dead on about the Res Counter display. It was put there as a last-minute "fix" to help balance things during 2.0 and it was never intended last. I liked it at the time, but by the time it was removed I completely agreed with that decision (I wasn't even a PT at the time) because it had become a massive crutch.

And Donat's right about how Beacon works in NS. We use the game-start spawn points during a beacon (similary we use them when you use a Movement chamber or +use on a Hive when teleporting as an Alien). You might be able to rework this through a plugin, but I have a strong feeling it'd be pretty difficult to do.

And this has no fact associated with it, but I hated that stupid PG Selection plugin. It made Phasing 10x more difficult than need be.

Instead one of my personal I&S favorites has been the idea of giving commanders the option to "turn off" Structures. So they could stop marines from humping the Armory, or phasing to their deaths (or having to jump through 5 PGs to get to a Hive), but they wouldn't have to recycle the structure.
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Old 06-04-2007, 06:00 PM   #17 (permalink)
 
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Re: Impossible plugin

Hey Jazz, think i should start mapping for NS 2 now or when they release the development tools...
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Old 06-07-2007, 12:09 PM   #18 (permalink)
 
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Re: Impossible plugin

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Originally Posted by JazzX View Post
Kerostasis was dead on about the Res Counter display. It was put there as a last-minute "fix" to help balance things during 2.0 and it was never intended last. I liked it at the time, but by the time it was removed I completely agreed with that decision (I wasn't even a PT at the time) because it had become a massive crutch.

And Donat's right about how Beacon works in NS. We use the game-start spawn points during a beacon (similary we use them when you use a Movement chamber or +use on a Hive when teleporting as an Alien). You might be able to rework this through a plugin, but I have a strong feeling it'd be pretty difficult to do.

And this has no fact associated with it, but I hated that stupid PG Selection plugin. It made Phasing 10x more difficult than need be.

Instead one of my personal I&S favorites has been the idea of giving commanders the option to "turn off" Structures. So they could stop marines from humping the Armory, or phasing to their deaths (or having to jump through 5 PGs to get to a Hive), but they wouldn't have to recycle the structure.

Even better, make the armory a "clone" PG so when people try to hump it during a time of emergency, it phases them out
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Old 06-13-2007, 09:40 PM   #19 (permalink)
 
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Re: Impossible plugin

back to the original post; I think an ideal HTLV plugin for this "who's winning" meter, would simply be a rescount for each team; since # of nodes is important, but not the only factor deciding how much money you have -- and it's all about money!

If you wanted to get fancy, you could show it as a percentage of total, or rate of income, yada yada, but the overall determiner of who's winning, is how much res has been earned, regardless of how/when it's spent. (how the money is spent, is what decides the game! =)
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Old 07-11-2007, 03:32 AM   #20 (permalink)
 
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Re: Impossible plugin

Why not set the automatic phase gate priority to the most recent going up? while it may have the drawback of not being able to rescue areas that are about to have a hive dropped as fast as the current system, it makes for a great ninja pg system, and I can't even remember the amount of times a fast, stealthy, PG has saved a game or two.

Upon restrospect, I realize that I do not know the priority system myself. So if I just described the current priority system, then I apologize.

Now about that Impossible plugin.

While it looks neat, I think that it would affect the gameplay of the game, and would help the winning teams. Also like Kormendi said, it is information that should be gained by scouting. Again, I can remember games where I was aliens and was suprised to see how little nodes the marines had, and vice versa. Also like Kormendi said, I smell an HLTV plugin
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Old 07-11-2007, 12:13 PM   #21 (permalink)

 
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Re: Impossible plugin

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Actually, off subject but relevant, I want to see a plugin that lets you relocate your beacon.
If I'm not mistaken in the way beacon works, it really just respawns all marines into default locations set by the map. Changing those on the fly would probably result in marines spawning inside each other, walls, and the floors (due to differences in elevations of the maps). Plus, the plug-in would be to over powered.

What would be cool is the ability to beacon to the location of an obs. This would make "ninja-ing" to a hive even more powerful than setting up a PG. I still think it would be to large an advantage for the marines though.

But, once again: what happens when you build this obs in a small hallway and beacon to it?
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Old 07-12-2007, 11:01 AM   #22 (permalink)
 
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Re: Impossible plugin

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But, once again: what happens when you build this obs in a small hallway and beacon to it?
Just tossing this out there, but adding one spawn point on top of the obs via an upgrade/charge on the obs and allowing the commander to start tele-porting the team there similar to a regular PG would be really cool. The "obs tp charge" could either cost energy or resources.

Advantage for Marines: Yes, sort of. This is more of an advantage for the commander. This ensures that the commander gets the entire team to the location.
However, you can also look at it as a disadvantage: If there's more aliens than marine firepower, the entire team gets wiped. Not being able to phase back to base could also prove to be fatal. A regular beacon back to base would solve the issue, however to get back to the remote location, the obs would need to be "recharged".

Sounds cool, but will the end result of hours upon hours of coding be worth it?
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Old 07-12-2007, 08:21 PM   #23 (permalink)
 
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Re: Impossible plugin

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Originally Posted by Fat B man View Post
Why not set the automatic phase gate priority to the most recent going up? while it may have the drawback of not being able to rescue areas that are about to have a hive dropped as fast as the current system, it makes for a great ninja pg system, and I can't even remember the amount of times a fast, stealthy, PG has saved a game or two.

Upon restrospect, I realize that I do not know the priority system myself. So if I just described the current priority system, then I apologize.
That is harder to do then it sounds. If you want to set "priority" to the most recent gate dropped, which other gate has its priority set that way? Remember each gate has its own priority list, and each one points at a different next gate, and the game really has no way of knowing which Phase is the "home" phase.

This is the way priority works at the moment: Each time a new "object" is created in the world Halflife gives it an object number, starting with "1" for the first object created and going up for each new object. The object keeps that number until it is destroyed, and then gives up the number so a new object can take the same number. This is the tricky part, because that means an object created later can have a lower object number than objects created earlier, if it happened to pick one up from a low-numbered object that was destroyed recently.

When you step on a gate, the gate checks its own object number, and then looks for the gate with the next lower object number. So if you step in gate number 15, and the other gates are numbered 7, 12, 28, and 39, you'll go to gate 12. Once you get to the start of the list you go back to the end number, so 7 would link to 39. The important thing to notice is that these arent just "gate numbers", they are "object numbers" that can be used by any objects, so the gates wont always line up the way you want them too.

So normally it works this way: Your home gate has the lowest number since it was dropped first (lets say number 7). As you drop new gates, they get sequentially higher numbers, so the home gate always goes to the most recent gate since it has the highest number. So now you have gates 7, 15, and 28. Now say you drop a new gate just after object number 12 was destroyed. The new gate will be gate number 12, so it wont go at the end of the list this time...it gets stuck in the middle, and your home gate wont lead to it automatically. The longer the game goes on the more likely your gates are to get out of order, and eventually you can't really predict it at all anymore.
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