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Posted: Thu Apr 15, 2004 4:46 pm
by jeditobe1
If anyone here played tetrisphere, they had an interesting system.
Basically, if you died, you lost whatever bonus you had. However, the more combos you pulled off, and the faster you did them, the better your reward. The base level would be something small, and would just knock out a few blocks. The higher level ones could knock out an entire area or drill down several levels.
Basically, this could be translated into a small bonus for a double kill, larger for multi, etc. Same for killing sprees. Killing spree = relic level 1, rampage = relic level 2, etc etc.
Posted: Thu Apr 15, 2004 6:20 pm
by R.Flagg
jb wrote:I never much cared for relics just because they way they randomly appear. I would much rather have them spawn at predefined locations. Right not is just luck that the one you want spawns in front of you...I would rather base it of some skill of the player then a radom event.
That would be the adrenaline system, which our current design doc leaves in place as an option. So your personal preference would still be there.
But the relics were quite fun, for many of us, for many years, as we all remember them. But allowing the option for users offline, and servers online, as I proposed, and was accepted into our CTF Design Doc, takes care of both camps.
BTW- "random" is always a part of these games. There is no getting rid of it, unless you want to play something like LMS, on (the non-existent) absolutely perfectly symetrical maps.
Every game somebody spawns closer to a "better" weapon than somebody else, somebody spawns closer to the DA than somebody else, some folks will spawn closer to pockets of adrenaline pills than somebody else. Or the keg of health, or a good sniper spot...., it goes on and on.
Changing the successful, popular, tried and true system of Relics would not remove that 'random' factor from our games.
Posted: Thu Apr 15, 2004 7:08 pm
by jb
R.Flagg wrote:
BTW- "random" is always a part of these games. There is no getting rid of it, unless you want to play something like LMS, on (the non-existent) absolutely perfectly symetrical maps.
Every game somebody spawns closer to a "better" weapon than somebody else, somebody spawns closer to the DA than somebody else, some folks will spawn closer to pockets of adrenaline pills than somebody else. Or the keg of health, or a good sniper spot...., it goes on and on.
Changing the successful, popular, tried and true system of Relics would not remove that 'random' factor from our games.
I did not say I wanted them to go away. I just dont care for their placement at all. Granted there is some radomness to they game but these things tend to by powerful in nature. It takes some skill and knowledge of the map to control it. Random spawning relics remove some of that. It would be Almost as if the weapons and power ups themselve spawned randomly...
Posted: Thu Apr 15, 2004 7:51 pm
by Shadowstar
Well, you know me, I'm always the one who says, maybe we could have it settable in the configuration...
But maybe that's the way to go with it. Have a setting where the server can have the relics spawn at random pathnodes, or only at specific places on the map...
Posted: Thu Apr 15, 2004 7:56 pm
by jb
No reason to change them from what every one else is use to. Just stating why I dont like them is all

Posted: Fri Apr 16, 2004 5:04 am
by |GoD|Plaguelord|LDR|
Shadowstar wrote:Well, you know me, I'm always the one who says, maybe we could have it settable in the configuration...
But maybe that's the way to go with it. Have a setting where the server can have the relics spawn at random pathnodes, or only at specific places on the map...
Thats an idea
but how about having them cycle with the powerups, ie, Wall Walking w/ 50armor, God-like *makes the player unkillable for a short period of time* w/ 100armor, DOT attacking *Damage over time... all weapons drain health (burn/poision/ect) after being hit* w/ Keg 'O Health, Sudden death *gives player insta-weapons but when times runs out the player blows up i.e. Kami-attack* w/ Double Damage... just a few quick ideas that I though would make Chaos a 'lil more chaotic 
Posted: Fri Apr 16, 2004 9:49 am
by chamalkan
Shadowstar wrote:Well, you know me, I'm always the one who says, maybe we could have it settable in the configuration...
But maybe that's the way to go with it. Have a setting where the server can have the relics spawn at random pathnodes, or only at specific places on the map...
and a setting for non ChaosCTF maps without the specific places specified......... make them spawn random then or not at all
Posted: Fri Apr 16, 2004 3:28 pm
by R.Flagg
No, I don't think that's the way to go guys. Too darn many options.
IF all goes as planned, those who don't care for the Relics option, will be able to use the standard adrenaline system, or neither.
Posted: Sat Apr 17, 2004 4:59 am
by |GoD|Plaguelord|LDR|
awww... whats wrong w/ my idea of having them cycle through the powerups? You guys have a setting so you can use the default UT-weapons cycle w/ the CUT2 weapons... I just don't really see a difference, but hey thats why I'm not on the time maybe you guys know something I don't *most people do anyways*... Although I would still have more fun keeping the adrenline and then super boost it w/ a relic...
Posted: Sat Apr 17, 2004 6:11 am
by jeditobe1
My main complain with the powerup cycle is we already have too many powerups cycling on too few powerup bases.
There is one main type of multi-power up base, and it can be filled with a lot of different powerups. However, a lot of authors just put everything on the list. And then they say thats it for the entire level. Then you have 10 different powerups... and only one every 120 seconds for all the players in the game combined. It becomes really annoying from what ive seen.
Posted: Sat Apr 17, 2004 7:22 am
by |GoD|Plaguelord|LDR|
jeditobe1 wrote:My main complain with the powerup cycle is we already have too many powerups cycling on too few powerup bases.
There is one main type of multi-power up base, and it can be filled with a lot of different powerups. However, a lot of authors just put everything on the list. And then they say thats it for the entire level. Then you have 10 different powerups... and only one every 120 seconds for all the players in the game combined. It becomes really annoying from what ive seen.
I can see what you're getting at and it would seem that would indeed become annoying, but I also would hate to lose the default adrenline combos... if there was only a was to have both types of combos together without alot of hassle 4 the team... but at the moment I can't really come up with anything but hey that isn't my job that belongs to you guys 
Posted: Fri Apr 30, 2004 2:27 am
by WH00T
|GoD|Plaguelord|LDR| wrote:jeditobe1 wrote:My main complain with the powerup cycle is we already have too many powerups cycling on too few powerup bases.
There is one main type of multi-power up base, and it can be filled with a lot of different powerups. However, a lot of authors just put everything on the list. And then they say thats it for the entire level. Then you have 10 different powerups... and only one every 120 seconds for all the players in the game combined. It becomes really annoying from what ive seen.
I can see what you're getting at and it would seem that would indeed become annoying, but I also would hate to lose the default adrenline combos... if there was only a was to have both types of combos together without alot of hassle 4 the team... but at the moment I can't really come up with anything but hey that isn't my job that belongs to you guys 
Here's a twist: make new adrenaline combos and make it so that if someone is killed while using a combo they "drop" that combo. the combo powerup could then be taken by any nearby player.
New Chaos Relic/Combo/Powerup/Whatever idea: Akimbo!

It would allow you to use any weapon akimbo style. Because Akimbo is kickass.