VoxelWar Discussion thread

Miscellaneous projects by the Build and Shoot community.
1001 posts Page 52 of 67 First unread post
epicfacethe3rd
Deuced Up
Posts: 395
Joined: Fri Sep 27, 2013 11:07 pm


MrHaaax wrote:
bloodfox wrote:
Guys, make this topic relevant.

Here, let me dumb it down for you: Go back on topic.
LeCom, what do you plan to do within the next update?
And, I would like to suggest something in VXW: Grappling Hooks
gen wrote:
if uou changed topic to retarded suggestions then i want skis and jetpacks
^He has a point. Grappling hooks don't fit in with the game.
The only thing I'm waiting for is more bugfixes, better server and of course, TITS.
same. altough my jeep model is almost done, I'm waiting for TITS too.
also, lecom, why not give the players a standard BDU, and then a small flag insignia on the chest, back, and arms?
bloodfox
Post Demon
Post Demon
Posts: 2206
Joined: Mon Oct 21, 2013 4:32 pm


epicfacethe3rd wrote:
MrHaaax wrote:
bloodfox wrote:
Guys, make this topic relevant.

Here, let me dumb it down for you: Go back on topic.
LeCom, what do you plan to do within the next update?
And, I would like to suggest something in VXW: Grappling Hooks
gen wrote:
if uou changed topic to retarded suggestions then i want skis and jetpacks
^He has a point. Grappling hooks don't fit in with the game.
The only thing I'm waiting for is more bugfixes, better server and of course, TITS.
same. altough my jeep model is almost done, I'm waiting for TITS too.
also, lecom, why not give the players a standard BDU, and then a small flag insignia on the chest, back, and arms?
atm, not that necessary
ReubenMcHawk
Organizer
Organizer
Posts: 853
Joined: Sat Nov 03, 2012 4:36 am


LeCom wrote:
Trolls like you never have a point.
people who write off others as trolls for not liking their opinions never get far on here.
LeCom


ReubenMcHawk wrote:
LeCom wrote:
Trolls like you never have a point.
people who write off others as trolls for not liking their opinions never get far on here.
Atm, nobody is going to get far on here, heh
(one can clearly see that gen is posting dumb shit though, so I don't know who you are referring to :p)
bloodfox
Post Demon
Post Demon
Posts: 2206
Joined: Mon Oct 21, 2013 4:32 pm


Aren't we all? Well anywho...

DAMMIT KEN! RELEASE PN3D ALREADY!!!!!!!!!
gen
Banned
Posts: 1016
Joined: Fri Jun 28, 2013 4:04 pm


im posting accordingly to the quality of game in question and/or bns in general
bloodfox
Post Demon
Post Demon
Posts: 2206
Joined: Mon Oct 21, 2013 4:32 pm


gen wrote:
im posting accordingly to the quality of game in question and/or bns in general
and to make it more formal and to try and make it look like you won, you use "formal" or "sincere" talk.
gen
Banned
Posts: 1016
Joined: Fri Jun 28, 2013 4:04 pm


funny since im always posting exact same way and i couldnt think of any word other than 'accordingly' so i translated from polish
couldnt give less of a fuck how do you perceive my posts
MrHaaax
Modder
Modder
Posts: 1360
Joined: Sun Nov 25, 2012 2:58 am


epicfacethe3rd wrote:
MrHaaax wrote:
bloodfox wrote:
Guys, make this topic relevant.

Here, let me dumb it down for you: Go back on topic.
LeCom, what do you plan to do within the next update?
And, I would like to suggest something in VXW: Grappling Hooks
gen wrote:
if uou changed topic to retarded suggestions then i want skis and jetpacks
^He has a point. Grappling hooks don't fit in with the game.
The only thing I'm waiting for is more bugfixes, better server and of course, TITS.
same. altough my jeep model is almost done, I'm waiting for TITS too.
also, lecom, why not give the players a standard BDU, and then a small flag insignia on the chest, back, and arms?
You can't have a nice detailed flag without making the player models' size tripled. Only a 'band'.
epicfacethe3rd
Deuced Up
Posts: 395
Joined: Fri Sep 27, 2013 11:07 pm


bloodfox wrote:
epicfacethe3rd wrote:
MrHaaax wrote:
bloodfox wrote:
Guys, make this topic relevant.

Here, let me dumb it down for you: Go back on topic.
LeCom, what do you plan to do within the next update?
And, I would like to suggest something in VXW: Grappling Hooks
gen wrote:
if uou changed topic to retarded suggestions then i want skis and jetpacks
^He has a point. Grappling hooks don't fit in with the game.
The only thing I'm waiting for is more bugfixes, better server and of course, TITS.
same. altough my jeep model is almost done, I'm waiting for TITS too.
also, lecom, why not give the players a standard BDU, and then a small flag insignia on the chest, back, and arms?
atm, not that necessary
well, it would give it a wonderful effect. imagine: an mysterious person is in your crosshairs. you pull the trigger, thinking it's a person on the other team. you get a killfeed saying "john smith killled gen (yay!) with a rifle."
that would be cool.
MrHaaax
Modder
Modder
Posts: 1360
Joined: Sun Nov 25, 2012 2:58 am


epicfacethe3rd wrote:
bloodfox wrote:
epicfacethe3rd wrote:
MrHaaax wrote:
bloodfox wrote:
Guys, make this topic relevant.

Here, let me dumb it down for you: Go back on topic.
LeCom, what do you plan to do within the next update?
And, I would like to suggest something in VXW: Grappling Hooks
gen wrote:
if uou changed topic to retarded suggestions then i want skis and jetpacks
^He has a point. Grappling hooks don't fit in with the game.
The only thing I'm waiting for is more bugfixes, better server and of course, TITS.
same. altough my jeep model is almost done, I'm waiting for TITS too.
also, lecom, why not give the players a standard BDU, and then a small flag insignia on the chest, back, and arms?
atm, not that necessary
well, it would give it a wonderful effect. imagine: an mysterious person is in your crosshairs. you pull the trigger, thinking it's a person on the other team. you get a killfeed saying "john smith killled gen (yay!) with a rifle."
that would be cool.
Almost the same thing I imagined a long time ago. Friendly fire. Not right now, really.
btw, LeCom, could you make the third person model not to use the scoped one? My rifle had to be halved for gameplay reasons, and when you scope in it looks weird from third person. Like really weird.
LeCom


Icarus North wrote:
Yo, LeCom! I find the bots to be sort of accurate, but at a certain closer range they have no accuracy at ALL. Do you think you can make them more accurate again?

Also, some occasionally have grenades in their hands instead of guns but don't throw them.
It's coincidence. The bots are programmed to be more accurate when coming closer. Tho' the grenade thing could be an actual bug.

Friendly fire would certainly be abused. Except for realism, I don't see any reason to implement that either.
MrHaaax
Modder
Modder
Posts: 1360
Joined: Sun Nov 25, 2012 2:58 am


MrHaaax wrote:
btw, LeCom, could you make the third person model not to use the scoped one? My rifle had to be halved for gameplay reasons, and when you scope in it looks weird from third person. Like really weird.
Rephrase: never let Weapon?_Scoped be visible from third person.
gen
Banned
Posts: 1016
Joined: Fri Jun 28, 2013 4:04 pm


are you naming your bots after me because id never play it even more w/o clear player team indicator
fucking red orchestra ripoff just remove all of hud gui and shit
Driskull
Deuced Up
Posts: 30
Joined: Mon Dec 01, 2014 1:27 pm


Anyways....

I like the idea of friendly fire, so I thought of a way to curb friendly-fire abuse:

After x (3?) amount of FF kills, or within a certain timeframe (say more than 1 within 5 minutes) the player will be auto-banned via IP. Something like at least a 48 hour ban should discourage it. Not only will this serve as punishment for the ones who inevitably go on a rampage but it will also instill fear in those who do actually give a shit about shooting their own team. Hell, make the requirements only 1 FF kill ever and the punishment a day-long ban, people might actually shoot more carefully.

Speaking of careful shooting, I appreciate that the rifle is hard to aim to encourage a slower paced, more thought out battle. I agree with that concept and want to nurture that. However, if I am at close range and I can not physically place my sights on a target right in front of me because my mouse has a mind of its own, that is too much.

But, who am I to complain and not offer a solution? I think there are many different ways to encourage less shooting. I'm writing this part after finishing the monstrosity in the spoiler, so I would like to take this time to say I couldn't help myself and I wrote way too much. Click if you dare:
Spoiler:
- Squad system. Before my eardrums are blasted out with a resounding "NO!", let me say that I understand where you're coming from. Let me explain my side. AoS/BnS is a fantastic game for its simple and exciting gameplay. What is missing almost entirely is any sort of tactical element. Implementing too much realistic tactics reduces the simplicity and fun of the game. It is a delicate balance, but one I think that will separate VoxelWar from the shadow of the giant.

I am suggesting the 32 players on each team be split up into 4 8-man squads. Obviously a match won't start with 32 players normally (and in the game's current state I haven't seen anyone but bots) so the squads will be formed as the player-count increases. In each group of 8, there is a squad leader. He can communicate to the other squad leaders as well as his own squad. The squad leaders are the only form of communication between squads. You can also not change squads with commands.

Determining who is squad leader is tricky business, and I haven't fully worked it out yet. If it was done by kill count it would increase pressure to shoot everything that moves, so thats a no-go. We can at least say that when a game starts no one will have any scores, so the first person to join in each group of 8 is automatically the leader. I will go into a method of determining the leader once I have covered another bullet point later. For now, lets discuss the role of the SL (Squad Leader).

Everyone in game has a map, yes? Each SL can draw on/mark points of interest on the map for their squad, and for other squad leaders to see. Here are some ideas for markers:

Objective - The objective marker is simply where the squad is directed to go as determined by the SL.

Spawn - The spawn marker is a required marker and it can not be deleted, only moved around to each CP the team has.

Line - If you click and drag your cursor from your spawn point you can draw a line to indicate how the squad should move to that objective. The line is drawn in points, not freehand, and it has to connect back to the objective. Other measures could be taken to ensure the SL can not just draw all over the map willy-nilly. An example of how the line could be used is to indicate flanking maneuvers, which otherwise would not be clear just by placing an objective marker.

Everyone on a team can see every squad's Spawn and Objective. Having actual icons instead of colored numbers for things on the map would reduce confusion greatly. If you're still reading this far holy shit.

So one of the reasons for implementing things like objectives and leaders is to lower the chance that someone is going to just waltz in with an SMG and rack up kills. More planning and thought is inherently required. I also mentioned CPs and what it would take to be a Squad Leader, so that brings me to my next bullet point.

- TOW-esque Default Gamemode. A variation of the aforementioned squad system could work with babel, push, ctf, etc. but it is built in mind for something like tug of war. Each map would have set CPs for each team. The number of CPs does not have to be equal for each side, but that would be ideal.

Each CP spawns with at least:

- An ammo crate
- A medical tent
- 2 artillery pieces
- 2 machine guns

So now we get into the driving force of the gamemode. Why is it important to capture all the CPs? To win the game, obviously. (Quick aside, the CPs are not in a straight line, they are dispersed however the mapmaker decides) Each CP generates intel as time passes. The more you CPs you have and for as long as you have them determines how much intel you can earn for your team.

Why is intel useful? Because you can buy things with it! What would you need to buy? This brings me to my next point:

- Finite supplies. This is a big thing to discourage wild shooting. There is a real chance that your team could run out of ammo, so players are encouraged to take shots more carefully and the value of things like ammo crates and medical tents increases dramatically. Imagine if you were running low on medical supplies. You would be less likely to take risks and get everyone killed.

So here is an idea of what you would be able to spend intel points on:

- Ammo Refill
- Medical Refill
- New Ammo Crate
- New Medical Tent
- New Artillery
- New MG

New items would be designated to a CP and dropped there via plane.

(I just thought of something in between what I'm typing. Building is further necessary to defense of the CP so that intel can be reaped for longer. People might actually want to make forts and stuff!)

Who decides what is purchased? Thats where the handy-dandy voting system comes in to play. Only squad leaders can put up a vote for purchase of something and where it will be located. Everyone on the team has an equal vote though.

So above I alluded to the concept of not getting your guys killed. In games like AoS/BnS getting killed wasn't such a big deal, and so people were more likely to again be reckless and just shoot/kill all the time. I'm not outright suggesting the respawn timer be longer, or the number of respawns allowed be finite, but some sort of penalty for dying should be implemented.

Also, getting back to how SLs are determined: Those who have individually captured the most CPs are selected before anyone else. In addition to that, maybe you could pass on being SL if you aren't up for it or don't know what to do. Then the next in line gets it. Or if everyone is tied than its selected at random. Lots of different options. Point is: The ones who actually go out and get stuff done are selected to lead.

I know I have suggested a lot in here. I also know I've left stuff out, and there will be obvious exploits to the game mechanics I have laid out. And I know that I'm going to get some bullshit sarcastic cynicism-filled comment from gen, bloodfox, or that other guy. But I've made my case and those who actually are contributing hopefully will agree with my suggestions for the game.
TLDR; Having a way to plan/coordinate with other players, having constraints like finite supplies, fear of death, fear of friendly fire all together can have a drastic difference in making this game not a shootout but a real battle. A real struggle between two sides. And not only that, but it would make it its own game, not a thing to shit all over and compare build and shoot to. No rifle handicaps necessary!
1001 posts Page 52 of 67 First unread post
Return to “Noteworthy Picks”

Who is online

Users browsing this forum: No registered users and 13 guests