Looking for a mod

perrinoia
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Re: Looking for a mod

Post by perrinoia »

Wow, you read that huge ass rant?
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KILROY
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Re: Looking for a mod

Post by KILROY »

LOL, yeah, of course, I read everything ;)
perrinoia
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Re: Looking for a mod

Post by perrinoia »

But I put TLDR at the bottom so you wouldn't have to.
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KILROY
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Re: Looking for a mod

Post by KILROY »

HAHAHA, but I did. It was an interesting read BTW.

EDIT: Or would I be better off saying vent?
perrinoia
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Re: Looking for a mod

Post by perrinoia »

Might be closer to the truth.
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AnniDv6
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Re: Looking for a mod

Post by AnniDv6 »

perrinoia wrote:Turrets aren't the problem. Indestructible turrets are the problem. Fixing the problem would be the destruction of annihilation, so it's not the right move for the BR server.
Can you elaborate on why coming up with a fix for situations where turrets are near indestructible would kill the mod? Are you saying that the only ways to do so would have unintended side effects or?
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Re: Looking for a mod

Post by perrinoia »

No, I meant that stalemates are the reason annihilation br is popular.

Think about it like this: If you go to a basket ball game, and the final score is 75-8, most of the fans left at halftime, and half if the players wish they could have... ...And the other half probably could have.

But if the final score is 25-24, you'll have a stampede of extremely excited fans, and even the players will be sincere when the say, "Good Game" to each other.

It's the same way with video games, except we don't get paid millions for doing it.

When one team dominates the other, the listing team switches to arena or simply disconnects, and then you unfair teams, which compounds the issue.

By having practically indestructible defenses, annihilation br almost always ends in a stalemate, thus the players are tricked into thinking the game could have how either way, and therefore, the only people who are upset are people like me, whose only desire is to cap out the mission.

In other words, the game would be ruined for those who like it how it is (not me).
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AnniDv6
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Re: Looking for a mod

Post by AnniDv6 »

I guess that makes sense, but at the same time how boring is it to set and forget defense. I don't want to weaken deployables or turret damage or end up having offense face rolling defense every map. I just want to make it sliiiiightly more likely that if you set door defense you might have to actually protect it yourself or at least check up on it or remake it every so often.

The bottom line is that it's too easy to make yourself safe inside your base. It's too easy to set a portable generator in a corner somewhere behind a ridiculous amount of deployables and then not have to worry about generators for the entirety of the map because nobody is going to make it inside your base that can do any real damage. It's too easy to cover an indoor flag with a few force field doors and forgot the flag for the rest of the map. Necromancers and Chameleons can barely accomplish anything once inside and rely on gimmicks to get there. The heavy artillery never makes it inside.

Defending against other invading players yourself is actually really fun. It's amazing to push back an offensive and retake your base and get defense back up. We've completely lost that since the pitchfork was added. We're at a point now where a huge portion of maps with large indoor bases with flags inside them are completely irrelevant.
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Re: Looking for a mod

Post by perrinoia »

You make a very good argument for getting rid of portable generators, and I can add to it.

Portable generators don't work on some maps, anyway... They'll power your deployable stations, but not your base stations, on certain maps.

Plus, in Annihilation BR, a portable generator will power any mobile inventory station on the map, no matter how far away.

It should at least have an maximum effective range.

Now, on the subject of pitchforks...
There are two problems, but only one needed to be fixed, because they sort of contradict each other.

Either pitchfork should perform a deploy check as you move objects around, so you can't move them where they don't fit,

Or,

Deploy checks for deployables you can move with pitchfork should be removed, so you can deploy them anywhere.
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Re: Looking for a mod

Post by KILROY »

Again, Tribes is "TEAM WARFARE" not "TURRET WARFARE". I used to play Anni, but after seeing "ALL" the type of deployables you can place, it's just doesn't "FEEL" like Tribes anymore. So I stopped playing the mod. Defenses, I understand, but to be able to place as much as you can in Anni, why even play the game? The defenses and placements are playing the game "FOR YOU" after you place them, and depending on what you place, you get the kill ratio. It's not what Tribes was based on for game play, nor does it "FEEL" like Tribes. That's why I only play Community LT. NO defenses, it's you and the other players. Although, it's sad for all the one's who have to use cheat's, cheat scripts, or hacks to play. Like bugs did last night when he hacked in to start using a homing rocket handheld launcher to take out the enemy, and when Thumper was caught using HM and after caught he dropped from the server, but came back after the guy who caught him left. I only use 4 things in my Tribes config. A modified reticle, New Opts, Presto Pack, and Inventory turn around. That's it. I don't even use the repair pack drop after using the inventory station, or the throw control for nades. Yes, I'm probably one of the oldest players with this game, since I beta tested it back in the late 90's before it's release, but I still hold true to it's values and have stayed on an honor system via the whole journey.
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