Request: New startup sequence

Request: New startup sequence

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chiss
Posts: 9
Joined: 24 Nov 2005, 12:21

Request: New startup sequence

Post by chiss »

Currently the countdown gives everyone 3 seconds to get ready, and then its macro time.

I think it would be better if after the 3 seconds, the commander appeared, and THEN the counter began counting down again from 3 again whilst the game is still paused.

This would give you 3 seconds to find your commander and get your first building queued up, but the game wouldn't unpause until the 3 seconds were up. Then your com would start moving/building at the exact time the other coms did.

I think this would offer a better experience simply because not everyone finds their com/loads at the same time. Slower people can almost always be rushed to eventual death by people who load first, and that is just a sub-par gaming experience for both parties.

No anti-rushing tips!
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

ctrl c
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

ever heard of llts?
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Re: Request: New startup sequence

Post by Chocapic »

chiss wrote:Currently the countdown gives everyone 3 seconds to get ready, and then its macro time.

I think it would be better if after the 3 seconds, the commander appeared, and THEN the counter began counting down again from 3 again whilst the game is still paused.

This would give you 3 seconds to find your commander and get your first building queued up, but the game wouldn't unpause until the 3 seconds were up. Then your com would start moving/building at the exact time the other coms did.

I think this would offer a better experience simply because not everyone finds their com/loads at the same time. Slower people can almost always be rushed to eventual death by people who load first, and that is just a sub-par gaming experience for both parties.

No anti-rushing tips!
lol its about half a sec diference or so....
it isnt that what will make you being smacked or not by a rush :P
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

I have a problem with that also. Users with slower computers have are worse off. Whenever the game starts, it freezes for about 5 seconds while all the comanders and stuff is placed (loaded). It allows other players to get a step ahead. I suppose its not that big a deal, 5 seconds, but its noticable.
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FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

Sheekel wrote:I have a problem with that also. Users with slower computers have are worse off. Whenever the game starts, it freezes for about 5 seconds while all the comanders and stuff is placed (loaded). It allows other players to get a step ahead. I suppose its not that big a deal, 5 seconds, but its noticable.
5 seconds can be the difference between winning and losing on a smalldivide -size map.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

not that 5 sec really count. but the idea is not bad, and lets you start queuing b4 game start, and also avoids startup "buildtree load lag". That thing that happens when you build a new lab or con unit.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

Allthough its not really a big diference its a nice concept to use , and i think OTA used it as well.
The game started paused as i remember..
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

I agree, comms should appear and then the game should be paused for 3-5 seconds so everyone can start their buildqueue and load up...
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

I remember proposing that in my first times in the forums. While a few thought it was a good idea, quite a few others thought it was especially stupid. :lol:

I'm all for it.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

I'm all for it too.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Same
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Me too :)
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

now some1 program it :D
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

hehe
all the ppls with slow connections and bad PCs will benefit i suppose, i hate to be biased so go ahead
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

I'm for it, and I have a fast PC/connection. It isn't like 3 extra seconds of paused game is going to wreak the experiance of an 80 min game.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I eleventhed it. it's a nuisance to have the game practically start without you.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

And it should be that hard too, it should only be necessary to send a internal pause command as the game starts, and then only one would have to unpause it to start
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wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

i dont care either way. it was nice to queue up some of your base but i think this should be more of an option than standard. you can queue up stuff once you get into the game pretty quick. if the comms building one building, then theres nothing to do but to queue up. plus, 5 secs wont give you too much time to queue up too many items but go for it i guess. itll help some people. or, instead of making it an option, make it an option on how long it is. this could help new gamers get used to the controls and the tree.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

I think the countdown should start AFTER the commanders appear.
Not because of advantages or anything, but simply because if you have a slow computer, or running an ai, people have a good chance to timeout at that time, then the server slows down the speed, then there are delayed syncs &co.
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