Restricting hydras
<div class="IPBDescription">making a temp bandaid fix?</div>So the servern arnt crashing anymore, but the gameplay still comes to, more or less, a complete halt if somebody decides to just go spam hydras all over the place.
Not only does the lag go up and framerate down like a rollercoaster, but the marines are completely helpless if it happens before they get GLs & flamers.
I was in a game yesterday in tram (4v4 i think) and a single gorge just swamped the entire marine spawn minutes after start, conquering the entire base with only hydras.
I quit after he did the same thing the next round, it was just lame.
So, im wondering if its possible to limit the hydraspam (or general building-spam perhaps..) with the help of LUA?
I have no experience with neither LUA nor programming (except for some basic HTML & CSS) so im not gonna dive into it, the game would be released before i'd be done.
Possible rules for hydras :
* Maximum # of hydras, either max amount per player or per server (spitting out a new one while at max capacity destroys your first one)
* Only usable in areas where the powernode is down? (to restrict it from being used as a rush-tool, and its basically the same technical function as only usable in areas with DI, since they're bound to be khaara-controlled)
So, this would only be until UWE fixes them, but that might take a while since they will focus on fixing broken code and introducing new stuff until the game is complete.
There's no use in tweaking half a game.
So, any input?
Not only does the lag go up and framerate down like a rollercoaster, but the marines are completely helpless if it happens before they get GLs & flamers.
I was in a game yesterday in tram (4v4 i think) and a single gorge just swamped the entire marine spawn minutes after start, conquering the entire base with only hydras.
I quit after he did the same thing the next round, it was just lame.
So, im wondering if its possible to limit the hydraspam (or general building-spam perhaps..) with the help of LUA?
I have no experience with neither LUA nor programming (except for some basic HTML & CSS) so im not gonna dive into it, the game would be released before i'd be done.
Possible rules for hydras :
* Maximum # of hydras, either max amount per player or per server (spitting out a new one while at max capacity destroys your first one)
* Only usable in areas where the powernode is down? (to restrict it from being used as a rush-tool, and its basically the same technical function as only usable in areas with DI, since they're bound to be khaara-controlled)
So, this would only be until UWE fixes them, but that might take a while since they will focus on fixing broken code and introducing new stuff until the game is complete.
There's no use in tweaking half a game.
So, any input?
Comments
Another thread also made the point that if Gorges had something else to spend Res on they my not spam so many hydras.
Another thread also made the point that if Gorges had something else to spend Res on they my not spam so many hydras.<!--QuoteEnd--></div><!--QuoteEEnd-->
Indeed, i think alot of people spit hydra's because there's nothing else to do.
Tho that isnt anything we can change, unfortunately..
If you want a limit, you have to make a counter variable though, could be a table with all clients as index, and their hydra count, or a simple variable limiting whole alien team with same count.
then in the function just check if the var < maxvar, and if you spawn a hydra, var = var+1
One problem I do see is this would require adding more network variables into already crowded packets/traffic.
Anyways, just thinking out loud.
I loved on co maps in the KcK server where GL was restricted to one for the entire team, The GL carrier would have to die before anyone could purchase it and combat buildings where limited. This should be a must during testing to restrict lag.
@SN.Wolf
I don't think gls should be restricted since they are just attachments to the LMG and have a long enough delay to them. Spamming GLs isn't as effective as spamming flamers.