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General Discussion
Started by Zhou at 06-11-2007 6:57 PM. Topic has 2 replies.
 
 
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06-11-2007, 6:57 PM
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Zhou
Joined on 04-04-2006
Posts 58
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First of all fucking nice work rapher, just a huge step up from the previous tr. I thought I would start this thread up for feedback/discussion as there are a few things I would like to niggle at ^_^.
First of all the spawning system. While it speeds up the game and stops the shitty base play that happened in the previous tr I think it might move away from long range passes and mas. Simply because you spawn in such close proximity. I realise I'm judging this off a pretty busy server but the majority of passes/mas were still fairly short when we saw longer with the previous build because of the spread of the spawns. Therefore maybe spawning a little further apart or control the radius around the flag in which players spawn in according to team sizes. If it's 16 players you can have a fairly large radius to spawn in and to afford different hills/terrain etc to players while keeping passes/mas long and cool. If its 8 players though the radius could shrink a bit in order to keep the action interesting without spacing players out too much.
Bouncey oob. While its a helluva lot of fun it might be a bit too bouncy, as could be seen in the eme game. This could lead to teams just abusing the bounce to whip across the pitch repeatedly. This is nullified to some extent by the burnout time while holding the flag but bouncing from side to side on the map at 400+ is still a pretty good way of keeping hold of the flag.
Spawn shields. Might be nice to have midairs ignore spawn shields. There were quite a few times where a guy would come up into the air after grabbing and I would midair with no effect. Tis kinda aggravating for the midairing player when a shot goes to waste if you see what I mean.
Speeded up starts. As it is when you respawn you have to start running and jet/epack or diskjump to get a decent speed going. Maybe this could be improved by a "free" diskjump that doesn't take your health away right at the very beginning of spawning. This allows players to build up speed quickly without having to run around for a hill.
And one last thing... Can we get this on an EU server? :D
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06-18-2007, 8:45 AM
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w.b
Joined on 04-01-2006
Posts 7
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Re: Latest tr build feedback
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I guess I'll add my beef with TR to this. I know TR suppose to be all about passing the flag in the air and MAing but I think to tottaly take away a thrill of cheap kill is going too far. So the flag is on the ground and I'm going for it. There is an enemy also going for it but I can't shoot. I can't shoot the enemy before he grabs the flag cause I'll get -2 for not playing the flag even though I would grab the flag a second after killing them. I can't shoot the flag (ala T2) because it wont move. I can't shoot them after the grab because now carrier is shielded. I know the shield is there to prevent clustering but I think there must be some middle ground. I think if the enemy is with in cetain distance of the flag there should be no panelty for killing them especially if they are moving towards the flag. I should be able to chain down the guy that the flag is being passed to without any panelty.
From the little I've played so far there seems there are only two jobs in TR. One to shoot the flag carrier and get the flag and the other is to be in position to catch the flag or shoot your own flag carrier. If you're not doing the fist one, you're doing the second one. It seems wasteful to have more than 3 players per team. I would like to see some system where playing the flag inderectly (aka, killing the chaser) is also rewarded. Maybe the closer the enemy is to the flag the more points you get and if you're nowere near the flag you get penalized.
As for the bounce OOB I think it would be more interesting if only the flag bounced and the carier died. So either don't run into OOB with the flag, or make sure there is a teammate to grab the bounced flag.
=wb=
PS: Thanks for the great job of supporting the community and writing all this stuff rapher.
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