Build Hive At Waypoint, Soldier
That_Annoying_Kid
Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
Comments
okay then, I won't complain, it does tend to lighten up the game <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
seriosly, it would REALLY detract from the gaming expierience without those silly orders. or not.
amen brother, amen
This seems to be the new fad for solving everything... from bunny-hop to scoreboard...
seriosly, it would REALLY detract from the gaming expierience without those silly orders. or not. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Poll!!!1
you sire said it all in 4 words...
you sire said it all in 4 words... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
hmm thats odd i counted 5
(:
Name time! Let's see who can come up with the best variable name. Winnah gets bragging rights.
Mines:
sv_buildhive
How original...
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> You need to lighten up dude...
He got it right though.
Wha??? But it makes absolute sense that a comm can't drop an rt if an alien rt already occupies that node. So why get rid of it simply because you can deduce a hive location from that?
Consider yourself pwned <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
it's been remooved? thats not a good idea.. it's less realistic that way.. the comm has a sensor net work though the map.. he would beable to here things anywhere
This is a case of realism over gameplay, however. The hive starts in a random place for a reason, and being able to listen in right off the bat nullifies that.
And... if the Comm can't *see* the Hives/aliens, why the heck should he be able to hear them? It should tell you that it was unintentional that he was able to in v1.0x, with it being removed.
And maybe I should lighten up about bug exploits..... hmm. NAHHHHHH. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Even if you remove all other indications, there's still the resource supply that reduces when dropping something. Preventing that would require that the resources are only spent when the building is actually built, and that reduces the risk of expanding. Maybe only allowing marines to build on a place they can see would be better.
Or perhaps have it subtract the RP regardless... a punishment for Marines who try to use it to exploit-glean information. 22RP Penalty, Marines!
it's been remooved? thats not a good idea.. it's less realistic that way.. the comm has a sensor net work though the map.. he would beable to here things anywhere <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well, not only could I kill your argument gameplay wise, but I can do it "realism" wise also. (NS realism, that is.)
The bacteria has a nano-gridlock over the entire ship, which render's the commander's view down to a few things:
1. The layout of the map.
2. What the marines can see/hear.
The marines sorta "unlock" the grid as they spread their influence around it.