Spawning and other things

PostNukeRP Gamemode Suggestions

Spawning and other things

Postby wicked clown » Mon Dec 27, 2010 10:02 am

I think we should have some kind of movable spawn point. I have dying of a zombie that found its way into my base and having to trek all the way across the map to get home, its slightly depressing. I had some more suggestions, but can't think of what they were right now, I'll update later
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Re: Spawning and other things

Postby wicked clown » Thu Dec 30, 2010 12:52 pm

I've noticed some things that aren't necessarily problems, but they bother me and I feel something should be done:
I've noticed that with fast zombies and antlion guards (the only enemies who move fast enough to be a problem) will continue to chase you after you've crossed 2 rivers and went to the opposite side of the map. this is annoying with zombies and terrifying with guards. I would also like to say I'm not too fond of the antlion guard 2.0 with amphibious capabilities. I ran from one for like 15 minutes yesterday, it was in the river chasing me, I couldn't even see it. I also think that other classes should at least be able to turn the sonic miner on and off, though not repair it.
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Re: Spawning and other things

Postby eldarstorm » Fri Dec 31, 2010 10:28 pm

Thanks for hte sugestions.
The Antlion guard water thing is something I have to fix on the map level, its not something related to the gamemode.
As for the length of time they chase you, that is built into thier AI.
As for the miner, restricting it so only the Scavi's can use them helps balance out the class system. It gives people another reason to play that class. Kind of how the radar is for the wastelander. Balancing everything is one of the hardist things to do, and making stuff creatable, and some things usable, by other classes breaks the balance.
For example, I have gotten many sugestions to make it so any class can build weapons and ammo, doing that removes the need for the engineer.
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Re: Spawning and other things

Postby LostInTheWired » Fri Dec 31, 2010 10:41 pm

Mobile spawn points are an interesting idea, but I'm not quite sure on whether it is something we'll implement. It can't be something you can just toss down, has to be something you have to work for.
The chasing is an AI thing as well. Only way to take care of it, other then writing them new AI, is to do checks on their targets. Too much overhead for such small gain. We WANT it to be frightening. We want it to be hard. Wouldn't be much of a game without challenge.
Miner will stay as it is. Canonically, only one who knows how to set all of the proper settings for it to not explode. Practically, it's because people need a reason to play 'em more then there already is.
NPC Clip brushes weren't around the water. Blame eldar for the amphibious npcs. XD
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Re: Spawning and other things

Postby wicked clown » Thu Jan 06, 2011 4:51 pm

Maybe instead of a mobile spawn you could just make a couple of different spawn locations around the map and the ability to choose which one you spawn at. I also noticed that the knife is useful...but I feel its too powerful. The only thing in the wasteland I can't one hit is the guard, and I'll just run from him. I think we should dull down the knife or maybe remove it completely, players will then be more obliged to buy weapons and ammo. Also I have discussed with you about making models for a weapon pack you might be thinking about making, I was wondering what kind of weapons you would like. I would like to make these weapons even if you don't want them, just for the practice.
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Re: Spawning and other things

Postby Lord Rahl » Wed May 04, 2011 9:50 am

wicked clown wrote:Maybe instead of a mobile spawn you could just make a couple of different spawn locations around the map and the ability to choose which one you spawn at. I also noticed that the knife is useful...but I feel its too powerful. The only thing in the wasteland I can't one hit is the guard, and I'll just run from him. I think we should dull down the knife or maybe remove it completely, players will then be more obliged to buy weapons and ammo. Also I have discussed with you about making models for a weapon pack you might be thinking about making, I was wondering what kind of weapons you would like. I would like to make these weapons even if you don't want them, just for the practice.

i agree
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Re: Spawning and other things

Postby eldarstorm » Wed May 04, 2011 1:38 pm

The knife seems as bad as it is becouse most people hit the zombie in the head. This has to do with the npc hitbox more than the damage of the knife.

Choosing a spawn location has good and bad resons. One of the bad would be, it could give people easy access to other areas that people use as a base. Or you would be dropped into unknown bad stuff. The advantage of the current spawn room on postnuke for example is that NPC's cant get in. Another thing, this feature can be added with a addon as well.

If you are worried about getting away after spawn. I am working on a temp god mode after spawn.
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Re: Spawning and other things

Postby Lord Rahl » Fri May 06, 2011 9:47 am

I'm not sure how hard this would be, but what if, rather than a single room for spawning on postnuke beta, the Spawn building had an extra floor, or was bigger? This would just make the spawn safer for when players connect with little health/starving & they die, dropping a zombie in spawn room.
One time, This situation was EXTREMELY bad. :(
A zombie was in spawn room, and it wound up killing players that tried to connect, until there were about 6 zombies in spawn room at once, & spawning would get you stuck inside of one of the many zombies, while the rest tried to kill you. :cry:
(i wound up solving the problem with 12 companion cubes crammed into the spawn room, killing zombies so i could finally spawn :twisted: :lol: )
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Re: Spawning and other things

Postby eldarstorm » Fri May 06, 2011 1:10 pm

Will have to think on that.

However, on the next update there is something that will resolve most of that problem. When a player spawns they will have a 15sec temp god mode. This will also help reduce spawn killing as well.
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Re: Spawning and other things

Postby Lord Rahl » Sat May 07, 2011 4:54 pm

Awesome! :D
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