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Serious Questions (An one jokey one)
I have several serious questions to ask, and one less serious one (see of you guys can detect it!)
1. When can we have Behemoth Heavy? I don't know the exact stats, but I assume it has a little higher armor, and it deffinately has turrets, so even if it has only 100cu cargo capacity, it'd make trading a lot of fun
2. Capture the flag: You want it, I want it, your mother wants it, lets make it happen! Make it like a league game or ongoing mission but with no bots and minimum player participation requirements. FUN FUN FUN!
3. Why is there a length limit on ingame news articles?
4. Why don't my guide powers work?
1. When can we have Behemoth Heavy? I don't know the exact stats, but I assume it has a little higher armor, and it deffinately has turrets, so even if it has only 100cu cargo capacity, it'd make trading a lot of fun
2. Capture the flag: You want it, I want it, your mother wants it, lets make it happen! Make it like a league game or ongoing mission but with no bots and minimum player participation requirements. FUN FUN FUN!
3. Why is there a length limit on ingame news articles?
4. Why don't my guide powers work?
A territorial army exercise in Wales.
"Oh my god Carruthers , we have been sent to a bleak featureless place. Not a hill , not a road , not a habitation in sight . Miles of empty desert ,I fear we are doomed."
" Sir , that is the back of the map......"
Aye , Tumble as guide.......
Ecka
"Oh my god Carruthers , we have been sent to a bleak featureless place. Not a hill , not a road , not a habitation in sight . Miles of empty desert ,I fear we are doomed."
" Sir , that is the back of the map......"
Aye , Tumble as guide.......
Ecka
Mind you questions 1 to 3 have a certain relevence , though I accept that the devs are busy...
Ecka
Ecka
How 'minimal' would the player requirement be?
How about detailed info on how CTF would work in your opinion (I know how CTF works. How would you make it work for VO)?
And I think CTF would probably still need bots, if only for flag defense when nobody is around.
How about detailed info on how CTF would work in your opinion (I know how CTF works. How would you make it work for VO)?
And I think CTF would probably still need bots, if only for flag defense when nobody is around.
Here is how I see CTF working:
In an RP sense, it could be set up as a league sport, where anyone could join any team.
-A single sector is set up with a semi dense Roid field in the middle, and two flag "stations" (not space stations, but flag places, goals I guess is the best word) at either end, maybe 10k apart.
-Above and center over the field is a station where you land and take the "mission" (join the game). If there is already a game in progress, the mission assigns you to balance the team. Bots I suppose could also be used to do this, but the bots just now are terribly stupid, and have no place in any activity that requires any more action then attacking and booming the nearest target, so maybe bots could be used, but they wouldn't be very effective, and so the mission wouldn't be much fun. Anyway, once you take the mission you first land at your teams home station and rehome, and once you do, you can play.
-As an additional feature, it would be cool to be able to disable any players weapons if they are not on a team, to keep people from coming in and being disruptive. Either that or only allow them to enter the field once they've joined a team.
-This could be expanded to replace CtC too, but be more like league play. Guilds or just groups of players could form teams and play in a round robin or elimination tree
-At each end are team spawn stations. Two stations for homing and equipping. A broad assortment of identical gear is availably from each station. The spawning station location could have a big effect on how CTF is played. If it's way behind the flag, it means you can clear the enemy and fly free, if it's too close to the middle, you may never get a flag through. This warrents some discussion, and probably some eperimentation.
-Radar has a full field range, FF is suspended, and the other team is always red on your radar
-At each end, floating in a glowy thingy, are the flag widgets. Your teams flag widget is always say, yellow on the radar, and the enemies flag is always pink. The player who posses the flag widget is colored the flag color
-Once a player picks up the flag, their turbo either doesn't work or is limited at a low speed (say 100m/s) so it's actually a combat game instead of a hit and run. Warp is also disabled by the flag widget. Additionally, warping out of sector during the game automatically cancels the mission
-if a player is destroyed, their flag drops, just like a cargo widget. If a flag drops, it could either work like Quake 3 where you run over your own flag and it pops back home, or you could be required to fly it there
-when you bring the enemy flag all the way to your home flag, you get a point, and the enemy flag pops back to their home point, ready to be stolen again
-Stats could be kept like CtC, for flag captures, recoveries, kills, deaths, etc
When I say minimal, I mean you don't need that many players to have a game going. I really think bots would just make it less fun, because as we all know they still can't pick up cargo, they're gank minded. They might work as defenders, but they need some behaviors to make them play. I would suggest that once the game has for real players, bots are no longer created to balance teams.
We could have the computer autobalance teams, with the option of joining the team you want based on player numbers and time on mission seniority. Meaning, if there are 5 people on Team A and 7 on Team B, but you want to join B, you are autoassigned Team A until players leave or more players join, and then the player playing CTF is moved to their preferred team. I would also say that this balancing works both ways, meaning, if there are 7 vs 7 and then 3 players leave team A, players from Team B are moved based on how long they've been playing CTF that day.
I think that about answers your question. I've considered holding a CTF event, but I don't think there's any really good way to do it without serious guide supervision. We really need some game mechanics available to make it doable.
In an RP sense, it could be set up as a league sport, where anyone could join any team.
-A single sector is set up with a semi dense Roid field in the middle, and two flag "stations" (not space stations, but flag places, goals I guess is the best word) at either end, maybe 10k apart.
-Above and center over the field is a station where you land and take the "mission" (join the game). If there is already a game in progress, the mission assigns you to balance the team. Bots I suppose could also be used to do this, but the bots just now are terribly stupid, and have no place in any activity that requires any more action then attacking and booming the nearest target, so maybe bots could be used, but they wouldn't be very effective, and so the mission wouldn't be much fun. Anyway, once you take the mission you first land at your teams home station and rehome, and once you do, you can play.
-As an additional feature, it would be cool to be able to disable any players weapons if they are not on a team, to keep people from coming in and being disruptive. Either that or only allow them to enter the field once they've joined a team.
-This could be expanded to replace CtC too, but be more like league play. Guilds or just groups of players could form teams and play in a round robin or elimination tree
-At each end are team spawn stations. Two stations for homing and equipping. A broad assortment of identical gear is availably from each station. The spawning station location could have a big effect on how CTF is played. If it's way behind the flag, it means you can clear the enemy and fly free, if it's too close to the middle, you may never get a flag through. This warrents some discussion, and probably some eperimentation.
-Radar has a full field range, FF is suspended, and the other team is always red on your radar
-At each end, floating in a glowy thingy, are the flag widgets. Your teams flag widget is always say, yellow on the radar, and the enemies flag is always pink. The player who posses the flag widget is colored the flag color
-Once a player picks up the flag, their turbo either doesn't work or is limited at a low speed (say 100m/s) so it's actually a combat game instead of a hit and run. Warp is also disabled by the flag widget. Additionally, warping out of sector during the game automatically cancels the mission
-if a player is destroyed, their flag drops, just like a cargo widget. If a flag drops, it could either work like Quake 3 where you run over your own flag and it pops back home, or you could be required to fly it there
-when you bring the enemy flag all the way to your home flag, you get a point, and the enemy flag pops back to their home point, ready to be stolen again
-Stats could be kept like CtC, for flag captures, recoveries, kills, deaths, etc
When I say minimal, I mean you don't need that many players to have a game going. I really think bots would just make it less fun, because as we all know they still can't pick up cargo, they're gank minded. They might work as defenders, but they need some behaviors to make them play. I would suggest that once the game has for real players, bots are no longer created to balance teams.
We could have the computer autobalance teams, with the option of joining the team you want based on player numbers and time on mission seniority. Meaning, if there are 5 people on Team A and 7 on Team B, but you want to join B, you are autoassigned Team A until players leave or more players join, and then the player playing CTF is moved to their preferred team. I would also say that this balancing works both ways, meaning, if there are 7 vs 7 and then 3 players leave team A, players from Team B are moved based on how long they've been playing CTF that day.
I think that about answers your question. I've considered holding a CTF event, but I don't think there's any really good way to do it without serious guide supervision. We really need some game mechanics available to make it doable.
This sounds very interesting.
As for bots, yes, the only useful thing would be flag defense. But they might still be useful.
I don't think just one sector as arena would cut it, though. Maybe have a three-sector system, with one being 'no-man's land', and wormholes linking them (forcing the players to go through certain locations).
The problem I see with a single-sector arena is that it's much, much harder to create choke points (which are crucial in CTF games, obviously. Look at any FPS out there, the bases have entries/exits).
However, it is possible, even probable, that I'm being too limited in thinking about this.
As for bots, yes, the only useful thing would be flag defense. But they might still be useful.
I don't think just one sector as arena would cut it, though. Maybe have a three-sector system, with one being 'no-man's land', and wormholes linking them (forcing the players to go through certain locations).
The problem I see with a single-sector arena is that it's much, much harder to create choke points (which are crucial in CTF games, obviously. Look at any FPS out there, the bases have entries/exits).
However, it is possible, even probable, that I'm being too limited in thinking about this.
Question 1, has to be question 1, definatly not a serious question
http://vendetta-online.com/mbtest/msgboard/3/14837#187326
I like the idea of a multi-sector arena for choke points.
I don't like the auto-balancing idea, what if a couple of vets want to take on a dozen newbies for kicks?
I like the idea of a multi-sector arena for choke points.
I don't like the auto-balancing idea, what if a couple of vets want to take on a dozen newbies for kicks?
Tumble, you sound frustrated. So frustrated you just can't stop posting threads like this.
I think whoever gets into the sector and starts the game first, should decide if the game will be auto-balanced or not..
Or make it a option for the mission. Like, If you have a scheduled league game, teams can be any size, but if you are playing a pickup game, the autobalance takes care of teams.
break19 has the best idea, the first to the game should set up the rules, league or pickup. In fact, there should be a simple interface at each of the stations in the sector, where you can set up and schedule a game and decide the rules/goals, and invite players either personally or send a universal invitation.
I think that might work if there were a ton of players in game, but I think it would also eventually allow certain people to constantly control the field and exclude others. I think the best way for non league games is to have a open game at all times. League games could be scheduled at the beginning of a "Season".
That also is a good idea. This is why I think there should be multiple arenas. In fact, here's an even better idea. Have the things be player/guild owned. This could make a gaming guild or something. If there's enough demand (i.e., one arena is too busy), another one could be built at a certain place.
I was thinking about the capture the flag and ctc... I think I like ctc a lot, and think a capture the flag on that level would be fun, maybe a special cargo you could take as a mission, that got broadcast to all other players, who could take part in trying to get the cargo to it's destination, which would only be known to players who had touched that cargo. If players group prior to touching the cargo, tehy could all share a win, etc...
but then I started thinking there was merit to arena style activities, like tumble's capture the flag, and I thought about soccer. It would be interesting to have bus soccer, where the ships would be outfit with an electro magnet on the nose of the ship. there would only be one ball, which would be magnetic. Firing would reverse the polarity of the magnet, shooting the ball like a projectile, or attracting it if it was near by. I've been going back and forth in my head whether there ought to be weapons in a game like this, and I think maybe not, or maybe just something light, like a fleschette. I was thinking an asteroid with a hole in the middle would serve as a goal, the ball would have to pass all the way through to score. The ball should be large enough to see, and maybe partially obscure a pilot's vision, if in possession.
but then I started thinking there was merit to arena style activities, like tumble's capture the flag, and I thought about soccer. It would be interesting to have bus soccer, where the ships would be outfit with an electro magnet on the nose of the ship. there would only be one ball, which would be magnetic. Firing would reverse the polarity of the magnet, shooting the ball like a projectile, or attracting it if it was near by. I've been going back and forth in my head whether there ought to be weapons in a game like this, and I think maybe not, or maybe just something light, like a fleschette. I was thinking an asteroid with a hole in the middle would serve as a goal, the ball would have to pass all the way through to score. The ball should be large enough to see, and maybe partially obscure a pilot's vision, if in possession.