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  • #31
    Hmm, there's is a fine line between random leadshots at doorways and tele-exits AND someone just continuously firing. True, its random luck not skill. How the hell did people play CA with unlimited ammo??! Besides, theres no FF in ctf but u dont runaround spamming.

    If ammo was limited for instance, 1 box of ammo for each weapon on spawn, and there were ammo boxes scattered around the map(10 sec respawn), would this reduce the camp factor and also limit spamming? But then that's not CA anymore...

    Another option that already exists in the mod, (thru admin cfg)... well lemme explain for a sec, there are 3 types of ammo behavior. One is unlimited (RA style), second is deplete (which is how it is now - default), and third regenerate. With the latter, the admin can setup how much ammo to start initially (minimal for instance), as time progresses, the ammo will replenish slowly, it's different for each weapon, nails regen faster than rox etc...

    So if every one started out with very limited ammo, and it only regens to the max that the admin sets in the cfg, this might reduce the spamming. Oh and one thing it only regenerated the weapon in hand, so u cant just hide somewhere and have all your weapons slowly building ammo across the board...

    I know this all sounds kinda weird but originally i made options for admins that werent just one style of gameplay...
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • #32
      nor one style of map i presume..

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      • #33
        RA ammo type is depleting, just like in CA.

        - I agree with friendly fire totally. I see a huge amount of advantages that comes with it. The percentage of damage could be just like the percentage of splash you recieve from your own rockets. (Splash damage done to enemies is full splash damage, splash damage done to yourself is only a percentage of that)

        - I say with GL, triple the time it currently takes between shots. But if you do this, if the player fires GL then switches to another weapon, the current attack_finished must be ignored.

        - I dont know about that respawn feature... If you're no dummy you can find ways to lose the opponents, in other words, DEAL with it. CAx already has a ton of features, theres also a fine line between functionality and TOO much functionality. It can just get messy after a while.

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        • #34
          Originally posted by Bam View Post
          CAx already has a ton of features, theres also a fine line between functionality and TOO much functionality. It can just get messy after a while.
          I made a thread asking for a certain feature to be put into CAx and Rook was quick to tell me that it was already there under an alias I've never heard of How many other options are there? There should be a universal list of them somewhere here

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          • #35
            There is a very vague list of features, just type 'info' in the console. That list needs added to, however, it's already pretty long.

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            • #36
              Originally posted by Bam View Post
              RA ammo type is depleting, just like in CA.
              Opps, correct...

              Originally posted by Bam View Post
              (Splash damage done to enemies is full splash damage, splash damage done to yourself is only a percentage of that)
              True, 50% actually...

              By the way... IDsoftware made a bug in T_RadiusDamage for Quake1 and Quake2.

              quake 1 & 2:
              damage incurred = damage - (0.5 * vlen ((explosion origin - player origin)));

              But they fixed it in quake3
              quake3:
              damage incurred = damage * ( 1.0 - (explosion origin - player origin) / explosion radius );

              Example....

              I shoot a rocket and it explodes with 120points damage.
              my target is 50 units away from the explosion.
              quake1:
              damage = 120 - (0.5 * 50) = 95

              quake3:
              damage = 120 * (1.0 - (50/120)) = 70

              People complain about splash damage in CA when its not any different than CRMOD...

              Should we adapt to the fix in quake3 or leave it crippled?

              Originally posted by Bam View Post
              - I say with GL, triple the time it currently takes between shots. But if you do this, if the player fires GL then switches to another weapon, the current attack_finished must be ignored.
              yes...
              .float attack_finished_gl

              Originally posted by Bam View Post
              - I dont know about that respawn feature... If you're no dummy you can find ways to lose the opponents, in other words, DEAL with it.
              True, if all else fails rush one of them and just shaft kamakazi!
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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              • #37
                Originally posted by R00k View Post
                True, if all else fails rush one of them and just shaft kamakazi!
                Haha exactly!

                As for the splash damage, I see players complaining about the splash damage being too much. Maybe fix the bug, instead of resorting to LOW splash damage like CA+ has.

                Where's rampage now....he was the one pushing this thread along.

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                • #38
                  Wasn't Q3 rocket damage capped at 100, and you have explosion radius = 120, is that for Q1, Q2, Q3, or all of the above?

                  Edit: I'm going to assume that the explosion radius is 120 in Quake 1; no idea what it is in Q2 or Q3.
                  Also, Q1 base rocket damage is 100 + rand(20) while Q3 base rocket damage is 100 (which I'm sure you know, I'm just trying to clarify). So in your example, R00k, you would be taking the Q1 base rocket damage (you used 120 for simplicity) and apply the Q3 rocket explosion equation?
                  Last edited by PapaSmurf; 10-26-2007, 07:40 PM.

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                  • #39
                    Right, i just used 120 as a maximum example... in quake1 is still 100 +rand(20)...
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                    • #40
                      just dont play at rage lol

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                      • #41
                        ok wtf, dont play at rage because if you ping better at speaknow, or because the settings are not working after 2 years or because the mod doesnt have free beer?
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                        • #42
                          I think this idea has been said in this thread before but couldn't these options be at the admin's decision? I think having this as a mod addon would at least help grow the CAX mod. its feeling kind of stagnant and slightly lacking in certain areas dealing with spam control like, GL spam, Text spam from observers while playing and uneven teams.
                          QuakeOne.com
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                          Great Quake engine

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                          • #43
                            Ammo could start low and regenerate over time. Save up to spam a lot, or be limited in spam... perhaps a decent maximum on the ammo amounts, too.

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                            • #44
                              Yea, since FF would be bad and people would still continue to spam (since 50 percent of the people playing act or behave or speak like idiots).

                              I think increasing some delay time on each individual grenade fired would certainly help decrease GL spam.

                              As far as rockets go, I think only adding FF or some other mechanism anyone can think of can help with this. this is a tough one. The problem I am facing, and hoping others feel the same way is rocket spam is skilless. I want there to be a wide gap between a newbie and a pro as far as rocket aim. I find many players at all levels of skill are able to mask their aim problems by spamming many rockets. Sitting in one spot on a map and firing shots repeatedly until someone routinely enters the room is boring, played out, and all too often this ensues in trash talk on both ends. We are having problems making distinctions between the far superior players and those who are mediocore, standings wise, everything changes all too often due to these factors.

                              Perhaps as you said regenerating ammo over time but that could hurt in a situation where you are stuck in a room with a few guys on the opposing team to begin a round.

                              It's hard as a small group to decide the fate of the far and few who Quake.
                              We need to choose one of these strategies as a contingent and implement it on the dredd server, run it for a week and test it out to see how people will respond, or if dreadful is willing run it for a week on speaknow which appears to be the server everyone wants to play on.

                              I would certainly be willing to volunteer as one of the testers to these changes.

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                              • #45
                                How about introducing the random weapon jamming into the game? like if you fire 3-7 rockeys consecutivly you increase the chances of your weapon beocming jammed or making it over-heat which would cause it's rate of fire to be dramaticly decreased?
                                QuakeOne.com
                                Quake One Resurrection

                                QuakeOne.com/qrack
                                Great Quake engine

                                Qrack 1.60.1 Ubuntu Guide
                                Get Qrack 1.60.1 running in Ubuntu!

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