Re: ABC?

I believe he is practicing an act called sarcasm.. /sarcasm tongue

Seriously, honer in a war game? It ain't no football game, it's about killing. That's also the reason I shoot people who run at me with a knife smile.

http://img258.imageshack.us/img258/3854/xwingsunev9.gif

Re: ABC?

FSDev| Dutch_Razor wrote:

I believe he is practicing an act called sarcasm.. /sarcasm tongue

Seriously, honer in a war game? It ain't no football game, it's about killing. That's also the reason I shoot people who run at me with a knife smile.

lol

Re: ABC?

KindBudz wrote:

... Killing you as you spawn is cool beans because you are losing.. If you didn't want to get killed like that then you should have done better before it got to that point...

And KindBudz demonstrates why we won't be asking him to join the testing team any time soon.  There's never a reason to spawncamp. 

This is a record setting moment, so grab your VCR's people.

The moment anyone crosses the line from "playing the game for fun" to "playing the game to ruin the fun of others" is the moment we no longer want them here in our mod.  This isn't war, this is a game.  And the future of the game relies on people having fun playing it.  If people continuously have their experience ruined by being unable to play then they'll leave.  And if everyone leaves then the game dies.  We are not interested in putting several years of our life into a project only to see it killed off, so it is our firm desire to ensure that areas of player influence which are considered griefing be minimized and removed.

Rest assured that we will be looking into multiple avenues to ensure that spawncamping is kept to a minimum.  It will come down to a per-map basis (and, indeed, some maps will literally have to defend their last spawnpoints tooth and nail) however for the most part we will be looking at ensuring people can spawn without getting cut down before having a chance to react.  To even go beyond that, in most cases of combat we are endevouring to make all firefights happen whereby the player being attacked will have a chance to react.  Being killed out of the blue by something you never even see let alone have a chance to react to is the opposite of a fun experience, and it has been in part my goal to eliminate that problem from FS.  So far it's met with great success in our testing sessions.

I'm not going to go any further into the discussion of gameplay and gamebalance at this time (that's something we're saving for a later date). Though I will state that it is my overriding desire to ensure that this be as fun and enjoyable for all to play; whether it be teamplay happening subconciously and naturally (not forced, as in bf2 or 2142), everyone able to be useful on the battlefield in some way all the time, or for all of our resources to be easy to use but arduous to master.  We intend to provide an enjoyable experience, a fun game, and a real challenge to all the players within the context of the Star Wars universe; not just the select few who know how to best exploit the "freedom" of the game.

Fear the Woodzilla

http://i7.photobucket.com/albums/y283/Tortel/Woodrow-1.jpg

32 (edited by Safe-Keeper 2007-02-09 14:37:43)

Re: ABC?

Thank you for a reassuring post, Woodrow.

It's about balance. Some imbalance I don't mind at all. Really. I loved to play Rebel on ISD Judicator and make attempt after attempt at breaking into the Star Destroyer through the wall of stormtroopers. I felt, looking back, like a Soviet conscript charging the machine guns in Stalingrad city. I was killed over and over, and sometimes spent a whole round trying to gain those fifty metres to that first control point. Judicator required teamwork, coordinated attacks, and that no one dawdled at the weapons racks waiting for that handy blaster rifle. It was not an easy map for the rebels. But I loved it.

However, extreme unbalance is simply not fun. There is no enjoyment in simply not being able to win. It's not fun when the trademark "BF freedom" means that I can't even leave my main base.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: ABC?

Ok.. can you make kit pickups spawn in response to losing a base? So if you get pushed back to yoru mainbase, you get kit pickups which help you to break out.

--------------------------------------
If I should die, think only this of me:
That in some corner of a foreign field
There lies a plagiarist.

Re: ABC?

As you will find the FS team consist of very different players, as I am a sniper who tends to basecamp and woodrow obviously is not hehe.

http://img258.imageshack.us/img258/3854/xwingsunev9.gif

Re: ABC?

Talon1579 wrote:

Ok.. can you make kit pickups spawn in response to losing a base? So if you get pushed back to yoru mainbase, you get kit pickups which help you to break out.

I am not entirely sure how the pick up kits work spawning wise, but vehicles are tied to a spawn point so, in theory if it was a push map, you could design the map so that, when the flag closest to the losing teams main base would be tied to a spawn in the losing teams main base to help them break out, but, once they capture that first base back the spawn halt spawning those items. Or you could make it so that each CP spawns one extra pick up kit/vehicle for each team on the losing team when they are losing...

IT works flawlessly, but it might be kinda hard to balance out.

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone