Transporting Ally Commanders - Page 2

Transporting Ally Commanders

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Transporting Ally Commanders

Post by Evil4Zerggin »

1. This isn't the topic for this.

2. It's not going to happen. I'm not saying whether these are good ideas or not, but it's not going to happen. This is BA we're talking about.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Transporting Ally Commanders

Post by Pxtl »

Stopping griefing is futile - there's always another dirty trick he can pull on his teammates - at least teamcomnapping gets the game over quickly so you can restart without the damned griefer.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Transporting Ally Commanders

Post by Jazcash »

Evil4Zerggin wrote:1. This isn't the topic for this.

2. It's not going to happen. I'm not saying whether these are good ideas or not, but it's not going to happen. This is BA we're talking about.
A1. Correct, I'll make a separate topic.

A2. Why not? It seems Noize has already added a few extra game modes, a few more won't be hard or make much difference. Unless of course Noize completely disagrees :P
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: Transporting Ally Commanders

Post by TheFatController »

Acidd_UK wrote:That's not a solution though, it's simply reducing the opportunity for good teamwork.
It was a solution to what NOIZE wanted, the automatic giving should be done with a widget IMO as I disagree with the mod automatically sharing my units under any circumstance.
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: Transporting Ally Commanders

Post by Acidd_UK »

Regret wrote:It's dumbing down the gameplay.

We as a clan often transport commanders of our clanmates/allies, it's incredibly useful when your ally isn't paying attention and allies comm is getting overrun, you go in quick, and take the comm to safety.
Spot on Regret.
TheFatController wrote:It was a solution to what NOIZE wanted, the automatic giving should be done with a widget IMO as I disagree with the mod automatically sharing my units under any circumstance.
If this is meant to be anti-griefing measure then it fails because the griefer will simply remove the widget.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Re: Transporting Ally Commanders

Post by NOiZE »

It would of course be a COB or a gadget, so you can't turn it off.

And how much more trouble is it for a player to give the atlas to the player in need of transport? perhaps half a second.... Or perhaps the atlas could change teams when pickup an ally commander, so it doesn't even take half a second and the "evacuating commander" can choose his own destiny =)

And this small fix, will fix the annoying "ill pick up my ally's comm and use it as a nuke and then .luarules take his units ====)"

Yes i care a little about the team games =)
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Acidd_UK
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Re: Transporting Ally Commanders

Post by Acidd_UK »

So you're also going to remove friendly fire?
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: Transporting Ally Commanders

Post by TheFatController »

What I meant was the gadget i wrote that just moves your transport combined with a widget that did the autogiving if you so wished. (I wouldn't!)
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Re: Transporting Ally Commanders

Post by NOiZE »

Acidd_UK wrote:So you're also going to remove friendly fire?
O_o

Why?
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Transporting Ally Commanders

Post by Hoi »

NOiZE wrote:
Acidd_UK wrote:So you're also going to remove friendly fire?
O_o

Why?
you could force fire a comm and then .take, but i think you shouldnt do that, if youre in a team then you play as a team or you lose!
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Acidd_UK
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Joined: 23 Apr 2006, 02:15

Re: Transporting Ally Commanders

Post by Acidd_UK »

Hoi wrote:you could force fire a comm and then .take, but i think you shouldnt do that
Noize, what I'm getting at is that there are always going to be ways to greif the people on your own team. In my opinion, the solution to this is to make player control easier, both in-game and in the lobby. I am very strongly against any reduction in the ways the game allows you to intereact with your allies.

If someone wants to kill your com / dgun your base / build mines all around your base, then they will try. Making it easier to pause the game and get a kick (vote) is the 'right' solution in my mind.

I was thinking earlier, that maybe if a player pauses the game, only the host and the same player should be able to unpause it, rather than everyone. Autohosts could also have a !voteunpause option. This way when someone kidnaps your com, you can pause and get a kick without them being able to unpause / self-d etc the trans.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Transporting Ally Commanders

Post by LordMatt »

Acidd_UK wrote: Noize, what I'm getting at is that there are always going to be ways to greif the people on your own team. In my opinion, the solution to this is to make player control easier, both in-game and in the lobby. I am very strongly against any reduction in the ways the game allows you to intereact with your allies.

If someone wants to kill your com / dgun your base / build mines all around your base, then they will try. Making it easier to pause the game and get a kick (vote) is the 'right' solution in my mind.

I was thinking earlier, that maybe if a player pauses the game, only the host and the same player should be able to unpause it, rather than everyone. Autohosts could also have a !voteunpause option. This way when someone kidnaps your com, you can pause and get a kick without them being able to unpause / self-d etc the trans.
Excellent post and great ideas.
dizekat
Posts: 438
Joined: 07 Dec 2007, 12:10

Re: Transporting Ally Commanders

Post by dizekat »

I simply start capturing the transport (before load). After commander is loaded, capture continues. "Ally" has to set transport on selfd in 3 seconds, else I'll capture before selfd timer counts down. Noobs that airlift allies usually don't even know what is capture.
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FrOzEnTaCo
Posts: 81
Joined: 02 Jul 2008, 05:52

Re: Transporting Ally Commanders

Post by FrOzEnTaCo »

JAZCASH wrote:BA Mode Options. Discuss.

My suggestions:

* ( No Com ), A mode which starts every played without a com but instead allows the player to choose a T1 lab and spawns it where they choose to spawn. So basically BA without a com.

* Another mode ( Assassination ) Where it's com ends as normal but each com has 10000 health instead.

* ( Juggernaut ) Where before the game begins one player is selected to be the juggernaut. This player has to be alone against everyone else but he has a 100 bonus and his com has 10000 health and all his attack units do x2 more damage.

* ( Sudden Death ), Com ends as normal but each players com has 1000 HP instead of 3000.

* ( Metal Mode ). Each Mex gives 10 Metal instead of the usual amount which is usually 1.8 to 3.

* ( Swap mode ) Players built up as normal but every 10 minutes allies units are randomly swapped. So for instance if I built up a big base and one of my allies built up a small base, at 10 minutes we would swap bases so the noob would have my big base and I would have to work on the small base etc...


These are just a few suggestions I've come with at the top of my head and I think some of them could potentially be quite fun.
Please think about this, discuss.

+1!!! AND I LIKE THE ASSASSINATION teh best to. sudden death should give coms 20 hp :P
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Transporting Ally Commanders

Post by REVENGE »

Meh, I was gonna do some classic sudden death modes, but I'm lazy and have school work. :P

Ideas:

Water death: Water level rises gradually, and does damage to units.

Double death: All units do double damage

Impulse death: All weapons have ++++impulseboost and double impulse factor

Gravless death: Gravity is set to 10% of normal value

Gravless impulse death: Now double the impulse too

Special death: Dgun has no cost or reloadtime, nukes have no stockpile time and are launched for free

Floppeh dgun death (my favorite): All commanders get a floppeh dgun (if you don't know what that is, then you are FAIL!)
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Transporting Ally Commanders

Post by BaNa »

JAZCASH wrote:I'm with Regret on this one but also when you have an ally that is not doing much, is idle or is porcing badly, I like to use their coms for better purposes ;)
+1

do not take away what is sometimes the only way to salvage a lost gaem...
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