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ChopBam

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Everything posted by ChopBam

  1. I feel like this thread is turning into a mafia game of sorts, where we're probing not into how scummy the other players are, but how good at mafia they are.
  2. That new land route looks like it will take a very long time to cross.
  3. I'm suspecting you haven't played LunarParadox yet...
  4. Can you elaborate? We don't currently have a Glacier, and the only other Glacier I'm aware of is the Aircraftkiller/Renegade edition, which I actually ported to APB at one point, but it was too large and meatgrindery.
  5. Final Barricade should get an honorable mention. The problem there and with Allied Assault (albeit less), was the split bases. We could potentially use phone booths or outhouses to let friendlies teleport to the other side of very large or split bases.
  6. To be fair, I don't believe the Soviets had RPG Troopers back then. In any case, the map was a bit too large. I've been thinking of bringing it back a bit smaller, or having the bases not so wedged into corners, but brought slightly more centrally. Perhaps adding a navy would help, and this map could also debut the Tech Center.
  7. Which old maps should we bring back to the game? A couple on the list are already in progress, but we're interested to hear your feedback! Be sure to include your reasons for liking those maps and any suggestions you have. If your favorite isn't here, please be sure to mention it!
  8. It'd be ace if this tool could be combined with the playercount tool, or otherwise use its features.
  9. I have all signatures disabled on my view. Problem solved.
  10. The objective is too hard to achieve. It's basically a meatgrinder where the main battle units take a long time to cross an area of high visibility from the air (and from the ground when not in the icebergs) to run straight into a bunch of defenses. The only other choices are left or right, which is only a slight deviation from the middle and still has the problem of being spotted, taking a long time to get there, and running into side defenses. A team's only hopes are luck by a rush not being spotted for a while (impossible against a skilled team), or sheer skill imbalance (impossible against a skilled team). An alternative scenario to all this is base trading well before the end, where !gameover NOW becomes a well-used commodity. We can all agree that most games end up being a spinning hamster wheel of red and blue in the secondary, center objectives. Another alternative scenario to this is actually having a good game, but it's so rare that players would rather ragequit than screw around with the lottery.
  11. I think we're all using attachments, so I dunno what you're doing differently...
  12. So anyway, continuing from Isaac's post... A peeking cat!
  13. We could probably make a custom cinematic for that map where it flies in low. Might as well use an LST if we're going to do that though.
  14. Ending the game after production buildings are destroyed will make those production buildings even more of a target. It also makes my tech center idea less potent. Just thinking out loud.
  15. I think they can be pressured to vote more often than not. !vote surrender would probably be more useful as it would actually grant the deserved win to the other side rather than logging a tie. The fact nobody seems able to work on bot scripting doesn't mean it's a bad idea. It's just a statement on current perceived feasibility.
  16. "!vote cyclemap" should become an option after the production buildings are destroyed.
  17. If the biggest problem with this game is "updates are too frequent," we'll take it.
  18. I think all silos were intended to be stolen from until Delta development.
  19. I've always found the golden wrench useful to use, and I've never been particularly annoyed if an enemy used it while I was attacking. The golden wrench contributes to a dynamic that sets this game apart from Renegade: there are single units that can very quickly destroy (demolition trucks, tanyas) and single units that can very quickly repair (golden wrenches), making for gameplay that is more interesting and less stale. It encourages strategy and risk, which includes the rewarding feeling of rushing into a besieged building to eliminate those pesky yellow hats. Golden wrenches also make the barracks more important. One of the main deciding factors as to whether I'll target the barracks is to eliminate opposing engineers from the round. It's also RA-listic, and while this can't be an important reason by itself, there should be some things in this game that point directly to Red Alert, and I believe single-use engineer repairs are one of them.
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