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quad damage discussion :-)

by YG2F on 10/05/2006 13:32, 48 messages, last message: 10/12/2006 17:12, 11692 views, last view: 05/18/2024 20:39

Hi,


I don't like the quad damage, because only those who know where it is can catch it, and usualy "we" catch it again and again because "we" are afraid that an other player catch it :-B




My proposal is not to remove it.

My proposal is that only "weak" players can catch it.

By "weak", i mean, for example, players who has a score bellow the average score.



What do you think about thisq quad damage ?

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#9: ..

by SanHolo on 10/05/2006 19:33

word, MeatROme and Aardappel!

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#10: ..

by Drakas on 10/05/2006 19:44

IMO, game becomes unfair on the newbs because the pros simply take everything they can :)

I sometimes run around with 200 armour, 200 health and quad damage :)
So I pretty much can own :)

Somebody wanting to kill me will have to use four shots of rifle or a shotgun twice :)

I don't actually feel that it is fair for the newbs anyway.

we could be more fair to noobs but the offer of quad is too big to let go :)

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#11: Quad

by rock.n.rol on 10/05/2006 19:59

I never take the f...ing quad, but i agree, its important for gameplay (and for newbies to have a chance against good players). The announcements were a bit hard to get used to (the voices), but i see its a fantastic tactical element... :)

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#12: Re: Quad

by MeatROme on 10/05/2006 20:10, refers to #11

only trouble now is with multiple Health-Boost and/or Quad-Damage entities ... you have to know which one it's gonna be ... but asking for a directional pointer flashing up would be ... ah, well, somebody is bound to ... one of these days :)

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#13: ..

by Max of S2D [Fr] on 10/05/2006 20:13

Why not have the choice to activate/disable the voice events via a command in a map CFG ?

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#14: Re: ..

by rancor on 10/05/2006 20:41, refers to #10

But pwning n00bs is fun!

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#15: hmm

by metlslime on 10/05/2006 23:21

Well, as several people said, knowing the map is a necessary element of being a good player. If you take away the quad, the player who knows where all the health and ammo is would still have an advantage. And if there were no item pickups at all, the player who can predict where their opponent is going and intercept them with a different route will still have an advantage.

Now, that doesn't means that it's impossible to learn a map online during an FFA match, and one thing that could benefit this would something like a "spawn pad" with the quad icon on it -- some quake dm maps had something similar with a unique logo under each weapon spawn.

I also remember long ago talking to Aard about having all un-spawned items still visible in ghost form, so you know where the items are even if they are absent. This is still sort of an interesting idea, and it seems like it could only mildly be exploited (after all, expert players would not benefit from this at all, so it couldn't give an unfair advantage to anyone but an underdog.)

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#16: Unknown Location?

by Morosoph on 10/06/2006 12:19

Just like you get lots of playerstarts, how about boost/quad occurs is one of several locations? Divide the time-to-respawn by the number of instances, but then randomise where it'll turn up; only one of the instances is active at any one time...

Just a thought; although experienced players still have the edge, you can't just hang around in the right place.

I weaker, yellow "double-damage" might be good too. Then one can have a few DDs, and a single QD, maybe?

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#17: hidden quad

by Sparr on 10/06/2006 17:55

So I guess you don't like where I put the quad in Serpentine?

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#18: ..

by CrazyTB on 10/08/2006 01:19

I don't think Quad damage gives so big advantage.

However, the Health Boost in sauerbraten really gives big advantage, because a player who can "control" all (or most) health boosts in a map can easily go up to 200 health, and thus be a lot harder to defeat.

I like the idea of shadowed item pickups.

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#19: Re: ..

by Passa on 10/08/2006 01:29, refers to #18

"I don't think Quad damage gives so big advantage."

Yes, its unbelieveably fun to frag newbs who have the quad damage :P

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#20: Re: ..

by Max of S2D [Fr] on 10/08/2006 08:27, refers to #18

And it's unbelievably fun to frags others players with QUAD.

Sorry, but it give a really big advantage ^^

http://img136.imageshack.us/img136/6161/screenshot3931672bx0.jpg

2+2 ? Arg, but who was thinking i was Einstein ? XD

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#21: ..

by CrazyTB on 10/08/2006 20:15

Quad damage lasts only a few seconds. That's not a *big* advantage.

Health boosts in sauer lasts until the end of round, and these really give a big advantage.

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#22: Re: ..

by c0rdawg on 10/08/2006 22:47, refers to #21

Both the quad damage and the health boost add a different spice to the game, and can help change the tides in close games. I see nothing wrong with them... Since when are games supposed to be really easy the first time you play it? That's no fun...

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#23: ..

by Max of S2D [Fr] on 10/09/2006 12:36

I got an idea :)

Why don't make +10 health boosts, but... +5 ? :p

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#24: Re: ..

by Aardappel_ on 10/09/2006 20:28, refers to #23

I was actually thinking of doing the reverse, and making them a bit more important yet, because in quite a lot of games people are getting them randomly, and its not affecting the game enough.

I was thinking to let the first one you get be +25, and then every next one be 5 less all the way down to +5.

That way, getting some would be very important, but to keep your advantage, after a while it becomes more important to keep your opponents form them rather than getting them yourself.

Thoughts?

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#25: Re: ..

by SanHolo on 10/09/2006 22:59, refers to #24

You mean, first one who gets the health boost gets +25, second one +20? Or each player has its own count?

That would somehow alter the beginning of each game because everyone wants to be the first of course. I was just thinking of a game-start-delay (to wait until every player has the new map loaded before the game really starts), but since health boosts spawn after a lag that's no problem. Maybe it boosts the player who manages to get the first (and maybe second) health boost a bit too much, he'll be at 160 hp while all others still stay at 100 instead of a 120 vs 100. It would certainly benefit the skilled players.

Oh, and I think the quad is a great advantage, you can easily make 5 frags on one quad-"charge"...

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#26: Re: ..

by Aardappel_ on 10/10/2006 02:55, refers to #25

everyone would have their own count...

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#27: Quad and Healthboost

by rock.n.rol on 10/10/2006 02:58

I really think that the quad damage can affect a game very strong, think about a 1vs1, if one player has quad and rocket launcher, the other player wouldnt have a chance. he could try to hide or not to respawn of course, but thats already hard.

Also, when i collect 1 single healthboost, other players have to shoot me 5x with a pistol instead of 4x, or imagine the rifle, they would need 2 hits then instead of 1 to frag me, no matter if its +5 or +25.

Maybe it would be a good idea to use a new item which affects the game, like invisibility or doublespeed (lol) ?
or a special weapon (gettin crazy) ?

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#28: Re: Quad and Healthboost

by shadow,516 on 10/10/2006 03:14, refers to #27

hmm, how about two different flavours of ammo for each gun? one more powerful than the other? The powerfull ones could have spikes or something equally gnarly comming out of the ammo boxes ;)

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