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Brainstorming

 
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Helicon
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PostPosted: Mon Feb 10, 2003 4:14 pm    Post subject: Brainstorming Reply to topic Reply with quote

In response to the fact that the one-hit kill zones are tops these days i am trying to develop a reasonably well-designed zone that does not follow this trend. Here is part of the idea:

Doom - style life (cheesy, but that's the best way i can describe it)

Energy is mostly static, not going down or up (at least not very fast or noticeably). Players must retrieve greens to "heal". The problem with this being:

  • The player must have full life to exit/change ships and circumventing this would be a lamer's love affair...unless i build a "time delay"... still bothersome
  • Lack of energy disables warping


I am trying to effect this same idea, but without the side effects. The best ive been able to do:

Run energy like "barrel heat" and use bounty as the real measure of "life". Respawn would be instant and "painless" IE Hockey zone.

This is sad in that it requires a bot. Not hard to do... i could write it right now... but bots are not the most logical way to run a zone, although this will probably amount to nothing more than an experiment in any case...

any ideas would be appreciated
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PostPosted: Mon Feb 10, 2003 4:29 pm    Post subject: Re: Brainstorming Reply to topic Reply with quote

Helicon wrote:
use bounty as the real measure of "life". Respawn would be instant and "painless" IE Hockey zone.


I would play that, as long as getting hit and having the bot take bounty off wasn't too slow with 56k lag. also, when you *prize negative to take bounty down, doesn't that have the potential to take guns and bombs and goodies away?

Also, about this:
Helicon wrote:
Energy is mostly static, not going down or up (at least not very fast or noticeably). Players must retrieve greens to "heal".


I think that would be good too, so long as you do regenerate a little bit.

As for these problems:
Helicon wrote:
The player must have full life to exit/change ships and circumventing this would be a lamer's love affair...unless i build a "time delay"... still bothersome

Your bot could *setship on request, regardless of energy. it could also spec people who asked for it, and then *spec'ing them again unlocks it right? so that's how they'd get out quick. all a bit of a bother, but you could distribute macros for your zone or something. bah, i give up, but i like the idea.

Helicon wrote:
Lack of energy disables warping

You could make up for this in portals prized by a bot every so often. (and not have anti)


good luck with this helicon, i'd like to see fewer one-hit kill zones, too.[/quote]
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Anborn
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PostPosted: Tue Feb 11, 2003 8:53 am    Post subject: Reply to topic Reply with quote

in killing like hockeyzone, i'm not sure if its due to a setting we have (i haven't tested)... but when you respawn from the kill, its fairly immediate and you start with 0 nrg. Which lends itself to rediculously easy repeatkills...
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PostPosted: Tue Feb 11, 2003 11:03 am    Post subject: Reply to topic Reply with quote

SpawnDelay or something like that set to 0
Also, SSOC Revolutionary warzone is doing similar to this, no recharge, uses bot for spec and ship changes, and only allows that to occur in safes.
Not one hit kill, and "you live with the scars of battle" as vile requiem put it.
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PostPosted: Tue Feb 11, 2003 1:19 pm    Post subject: Reply to topic Reply with quote

I used to have a vampire subarena, where you killed people for the "full charge" prize when they died.
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PostPosted: Tue Feb 11, 2003 4:07 pm    Post subject: Reply to topic Reply with quote

Any more thoughts [i]specificallly on the exit w/o full nrg issue?[i]
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PostPosted: Tue Feb 11, 2003 4:37 pm    Post subject: Reply to topic Reply with quote

Anborn wrote:
in killing like hockeyzone, i'm not sure if its due to a setting we have (i haven't tested)... but when you respawn from the kill, its fairly immediate and you start with 0 nrg. Which lends itself to rediculously easy repeatkills...


thanks always for your tip, but the actual energy the player has wont make much of a difference... the actual "recharge" will be pretty much standard
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PostPosted: Tue Feb 11, 2003 7:03 pm    Post subject: Reply to topic Reply with quote

Helicon wrote:
Any more thoughts [i]specificallly on the exit w/o full nrg issue?[i]


Bot, about the only way currently.
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Helicon
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PostPosted: Wed Feb 12, 2003 4:06 pm    Post subject: Reply to topic Reply with quote

still, how many new players will not be able to figure out that they need to !quit to get off...?

I looked at the bty idea... its kinda tough...

What exactly is reset when the enterdelay is set to 0?
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PostPosted: Wed Feb 12, 2003 5:18 pm    Post subject: Reply to topic Reply with quote

When enterdelay is set to 0, the timer that you usually see when you die, before you spawn, never appears. and, you spawn right on top of where you died, momentum and all.
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PostPosted: Wed Feb 12, 2003 8:50 pm    Post subject: Reply to topic Reply with quote

is your bty reset... prizes lost???
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