Blog update - Client-side scripting and weapons (continued)

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Comments

  • haymohaymo Join Date: 2005-01-09 Member: 34040Members, NS1 Playtester
    the mystery is that no one actually KNOWS all that stuff, they just think they do. And often players will do something completely out of the blue that no one expected to happen. Like somehow win a battle but doing something or you know etc!
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    Wow this thread has gone way off topic, Starcraft??? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    I want to hear other ideas for secondary fire! Will the Kaharaa get secondary fire, if so, what? Any ideas?
  • acoxacox Join Date: 2005-04-15 Member: 48499Members
    <b>Secondary Fire for Pistol suggestion: </b>

    A one-shot "tranquilliser dart". It makes sense that this may fit on a pistol and can add a cool new feature to the Pistol. I envision it slowing an enemy Alien down for X seconds. To keep it from being overpowered give it a 2 or 3 second time to take effect.

    Possible Variants:
    -It could have a stronger effect on smaller Aliens (ie immobilising them for a short time).
    -Could slow fire rate of an Alien defensive structure that's hit.
    -Could drain Alien "Energy Bar" instead of slowing the Alien.

    I'm thinking that for most encounters this would not have a huge impact on gameplay; however, in certain situations it could be just what the Marines need. For example: a rampaging early game Onos that chages in and out of a marine base could be tranq'd. It would have a harder tame continually popping back out of the marine base to go heal. Similarly a Blinking Fade that bounces around marine base wiping everyone out then Blinking out to heal could be slowed down by a tranq and give marines a chance at taking him down before he gets away.

    Often the marine that fires off the tranq might not survive the encounter, but he gives his teammates a chance of taking out the big threat.

    I'm sure there are some other big pro's and con's for an alt-fire like this (It may be a pain in the ass to impelment for all I know). Let's hear your thoughts!
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    I personally don't see the harm in having so much code "open". Leaving the code hidden to leave something for people to discover would be more applicable if we weren't all hanging around on a forum. The first guy to discover how the system works could post the spoiler in a strat forum and then we'd all know what to do.

    On the other hand, having more code exposed provides more examples for community modders to learn and work from. If you still want to encourage the community to create their own custom game types, then the more help you can give them the better!
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    <!--quoteo(post=1636183:date=Jun 27 2007, 05:50 PM:name=Revenge)--><div class='quotetop'>QUOTE(Revenge @ Jun 27 2007, 05:50 PM) [snapback]1636183[/snapback]</div><div class='quotemain'><!--quotec-->
    I personally don't see the harm in having so much code "open". Leaving the code hidden to leave something for people to discover would be more applicable if we weren't all hanging around on a forum. The first guy to discover how the system works could post the spoiler in a strat forum and then we'd all know what to do.

    On the other hand, having more code exposed provides more examples for community modders to learn and work from. If you still want to encourage the community to create their own custom game types, then the more help you can give them the better!
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Exactly.

    sure, for the first few days things might be unknown, but peopel will shortly start up a listen server and just start running a multitude of tests, find all the #s, and post them up.

    Look at any discussion on these forums regarding what chamber/upgrade to grab.

    We (collectively) know exactly how focus changes a skulk chomp vs vanilla/A1/A2/A3/HA
    We know exactly how W1-3 changes thigns vs an onos with Cara1-3 and 1-3hives.

    I don't think much (if any) of these numbers were given to us directly by the dev team.

    I sthink havign pure number avaliable is not going to be a problem.
  • LandarzarLandarzar Join Date: 2006-12-31 Member: 59346Members, Constellation
    edited July 2007
    Iam dont see the problem in that open code, its more the code protection...
    Will be there a system to protect the script code? Somethink like trusted code?

    Intresting is also how the scriptfiles are used... The engine load the files at the beginning of an mapload, or load it if its needed?

    Maybe there are coming some new servervars? sv_allowcostumscripts?
    cl_allowscriptdownload? cl_scriptdir ?

    Cool would be somethink like the possiblity to allow the server to send costumcode temporary. You connecting, downloading the code, loading the code... and you have can have a server with a completly diffrentgame style <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    Flamethrower secondary fire:

    Flamethrower becomes a bomb on a 5 second timer. Destroys the weapon. Disabled with parasite(or spit) maybe?
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