Limited Dgun + .take
Moderator: Moderators
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
Limited Dgun + .take
If you .take a dropped player in a game with limited dgun, you should probably get his dgun radius too.
Can we just remove the complete misfeature that is the location-limited dgun? It causes unnecessary confusion, and most mods have rebalanced their dguns so that they don't break balance even if used outside of the limiter range... and the existence of the option screws up other mods if used.
(actually, ideally I'd like all of the special options removed from the game-start screen and simply leave it up to mod-developers to provide a tree of mutators for any special options like starting-resources or game-ends that they'd like to use).
(actually, ideally I'd like all of the special options removed from the game-start screen and simply leave it up to mod-developers to provide a tree of mutators for any special options like starting-resources or game-ends that they'd like to use).
that sounds completely horriblePxtl wrote:Can we just remove the complete misfeature that is the location-limited dgun? It causes unnecessary confusion, and most mods have rebalanced their dguns so that they don't break balance even if used outside of the limiter range... and the existence of the option screws up other mods if used.
(actually, ideally I'd like all of the special options removed from the game-start screen and simply leave it up to mod-developers to provide a tree of mutators for any special options like starting-resources or game-ends that they'd like to use).
We'd appreciate the option. Currently we need mutators for any variables we'd like to have, it'd be much better if mod-specific options were possible (also on the com ends rule, some mods may not be meant to include commanders and do it only because of that rule and the storage issue). Especially with Lua allowing us to change the rules so much that you have e.g. a match for points we'd need a lobby option to let users set variables.
Imagine the deathmatch mods implementing a respawn Lua rule and instead of "com ends" or something like that you get a "frag limit" selection.
Imagine the deathmatch mods implementing a respawn Lua rule and instead of "com ends" or something like that you get a "frag limit" selection.
I think being able to simply display a tree of child-mutators (that aren't visible at the top level) would be a good start. While it would be much more limiting than providing complex options, it would allow modders to provide at least the common variants for players to choose without cluttering up the main mod-list. After all, most modders could probably come up with 20 different common variants of their mod, but they wouldn't want to clutter up the main menu.
For example, my "common variants" for BA:
Standard
Game Ends,
Resourceless,
Resourceless + HoverComms,
Max Resources
Max Resources + Hovercomms,
and so on ad nauseum.
After all, in Kernel Panic, the starting metal/energy and dgun attributes are meaningless. In some mods, the d-gun-limit and "game ends" are actively dangerous options... in others, "game ends" is the only reasonable option.
For example, my "common variants" for BA:
Standard
Game Ends,
Resourceless,
Resourceless + HoverComms,
Max Resources
Max Resources + Hovercomms,
and so on ad nauseum.
After all, in Kernel Panic, the starting metal/energy and dgun attributes are meaningless. In some mods, the d-gun-limit and "game ends" are actively dangerous options... in others, "game ends" is the only reasonable option.
what's so much fun about com ends? You spend 10 minutes putting nice stuff everywhere, getting an economy working. Then a single unforeseen event can kill your com and there is no chance of ever coming back. Whereas without com ends you can use your com to bomb and might just flip the situation around.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
You'r looking at it from the wrong way.jcnossen wrote:what's so much fun about com ends? You spend 10 minutes putting nice stuff everywhere, getting an economy working. Then a single unforeseen event can kill your com and there is no chance of ever coming back. Whereas without com ends you can use your com to bomb and might just flip the situation around.
what's so much fun about com ends? Your enemy spend 10 minutes putting nice stuff everywhere, getting an economy working. Then a single unforeseen event can kill his com and there is no chance of ever coming back. Letting you take great joy and pride in his humiliating defeat. Whereas without com ends you will have to spend ages killing his last mex hidden in some corner.
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30