Title: Fully loaded night (Last night's game) Post by: Footman on 2004-03-23, 21:18 While I wasn't there too much, bouncing around here and there, fully loaded insanity was... well... insanity! Pho can vouch for the fact that me + bfg10k = evil. :P
Title: Re: Fully loaded night Post by: Phoenix on 2004-03-24, 03:35 That you were, Foot!
Title: Re: Fully loaded night Post by: ConfusedUs on 2004-03-24, 03:56 I wish I could have played. ;)
Title: Re: Fully loaded night Post by: OmEgA-X on 2004-03-24, 04:12 awesome game..even i got to play :D besides all the bfg spamming..it was a cool game :thumb:
Title: Re: Fully loaded night Post by: Phoenix on 2004-03-24, 05:46 Well, we may have a way to cut down on some of that spamming without having to kill the BFG's out of Fully Loaded for the next build. We'll see what kind of compromise we can come up with. :)
Title: Re: Fully loaded night Post by: LeeMon on 2004-03-24, 09:20 Perhaps some way to limit them to one (five for Arena) shot per spawn, without reducing the total amount of Cell ammo available?
Title: Re: Fully loaded night Post by: ConfusedUs on 2004-03-24, 09:23 We were talking about it in the channel the other day. We were considering this kind of option.
Title: Re: Fully loaded night Post by: Phoenix on 2004-03-24, 09:50 Well, for Fully Loaded I think weapon/ammo pickups should be disabled, along with dropped weapons/backpacks. Face it: If you run out, just respawn, and fewer guns laying around will help FPS. This would also allow me to add an option to split the ammo useage for BFG and plasma/hyper during a loaded match since I wouldn't have to worry about ammo pickup routines.
Title: Re: Fully loaded night Post by: games keeper on 2004-03-27, 16:37 fully loaded doom owns , skippy ows 2 , but there isnt any diffirence in his owning .
reason : skippy +rocketlaunche+red armor == ownage skippy + fully loaded ==skippy + rocketlauncher + red armor skippy + fully loaded == ownage did I past math ? about that BFG thingy . I wont like to see the ammo getting cut , since for strogg and doom that also meens a plasma/cell cut . but you could , or cut out the bfg and make it do a random spawn . or make the bfg regenerate cells . like in incremantal . also , I have noticed that on some maps the makers of the map have limited the BFG ammo when it spawns , but this does not affect any of the other classes . maybe make something that does something like this . for doom , bfgammo = q3bfgammo*2 for slipgate shaftammo= q3bfg+0.75 since slipgate gets 15 cells in his shaft for every bfg area picks . making that when q3 would get only 10 shots for his bfg , doom gets 20 cells . ( if this text isnt clear , just tell me , I will try to explain it again then . Title: Re: Fully loaded night Post by: Phoenix on 2004-03-28, 01:05 I've already implemented some changes to fully loaded in our current beta build. The Doom and Strogg BFG's are limited to 2 shots, but during Fully loaded the ammo supply for the BFG's is separated from the ammo useage for the plasma and hyper. Using hyper will not deplete the BFG, and vice-versa. Same with Doom's plasma. The Arena BFG in its current state has been limited to 10 shots. We've also removed all item and powerup spawns from the maps, including dropped guns, so what you spawn with is what you've got. Fight until you die, then get in there and do it again. Fans of Rocket Arena will appreciate this, sans the match-style format of course. CTF flags and techs are not affected. The Infinite Ammo mode removes ammo spawns as well because they're superfluous. We're testing this out to see how well the system works with these changes.
As for Skippy ownage, for Fully Loaded it's not so clear as that. Anything goes in that gameplay mode. Title: Re: Fully loaded night Post by: games keeper on 2004-03-28, 13:02 but maybe still go for BFG incremental ;)
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