The_Real_QuasarHas the I.Q. of 12,000 P.E. TeachersJoin Date: 2002-11-26Member: 9998Members
<!--QuoteBegin--Twex+Jun 10 2003, 03:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Twex @ Jun 10 2003, 03:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It doesn't matter if anyone intended CC's to be used this way or if the tactic fits into some sci-fi story.
What matters is that creative ideas like this one keep the game interesting, because they lead to new challenges. The people who cry "Exploit!" as soon as someone thinks outside the box want NS to be a boring and repetitive. They are especially damaging if they're server ops who enforce their limited views on others.
Someone in the Beta forum linked to <a href='http://www.sclegacy.com/sections.php?op=viewarticle&artid=146' target='_blank'>these extraordinary StarCraft replays.</a>. They contain innovative (ab)use of gameplay features. The SC community hails and honours the players who perform these stunts. The NS community would kickban them as exploiters who ruin the atmosphere. That is why SC is still being played after all these years, whereas NS is on the verge of fading into obscurity. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I agree with your post, thinking "outside the box" keeps the game fresh. However, CC blocking and CC walls are most certainly exploits. This is my belief, and the belief of many on these forums.
That_Annoying_KidSire of TitlesJoin Date: 2003-03-01Member: 14175Members, Constellation
<!--QuoteBegin--The Real Quasar+Jun 10 2003, 07:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Real Quasar @ Jun 10 2003, 07:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Twex+Jun 10 2003, 03:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Twex @ Jun 10 2003, 03:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It doesn't matter if anyone intended CC's to be used this way or if the tactic fits into some sci-fi story.
What matters is that creative ideas like this one keep the game interesting, because they lead to new challenges. The people who cry "Exploit!" as soon as someone thinks outside the box want NS to be a boring and repetitive. They are especially damaging if they're server ops who enforce their limited views on others.
Someone in the Beta forum linked to <a href='http://www.sclegacy.com/sections.php?op=viewarticle&artid=146' target='_blank'>these extraordinary StarCraft replays.</a>. They contain innovative (ab)use of gameplay features. The SC community hails and honours the players who perform these stunts. The NS community would kickban them as exploiters who ruin the atmosphere. That is why SC is still being played after all these years, whereas NS is on the verge of fading into obscurity. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I agree with your post, thinking "outside the box" keeps the game fresh. However, CC blocking and CC walls are most certainly exploits. This is my belief, and the belief of many on these forums. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I would have to agree
however when your just dicking around and having some fun, nothing beats pinging the gorge and dropping a CC on him =D
CC should be A) researched (prolly bad, as how did one get there to begin with) or B) require the combination of two buildings to be made. Relocations are dodgy, especially on nothing, where marines will 95% of the time relocate to cargo, EVEN if your main hive is there. the vent thing would be solved for a while also
I still think the best answer is to make it so that CC's can not be built within X distance of eachother. This would solve a few problems:
- CC spam in the base as a griefer tatic - CC walls - CC's being used to trap aliens outside the Com Chair thats currently active
I think hard coding a limit is a mistake. It's even easily explained through storyline, something like "CC's cannot be built in close proximity to eachother because of signal interference, nano confusion, whatever"
Make the distance large, like the area of the old siege range.
<!--QuoteBegin--MMZ>Torak+Jun 10 2003, 05:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MMZ>Torak @ Jun 10 2003, 05:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think hard coding a limit is a mistake. It's even easily explained through storyline, something like "CC's cannot be built in close proximity to eachother because of signal interference, nano confusion, whatever" <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> that same argument works for a 2 CC limit, "Only 2 CC's per instalation/starship, because of course they show sensor ghosts to eachother"
BYNS have put a limit on the amount of CC's you can build = good thing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
only time iv needed more than 4 cc's was at the end of a game when aliens had 3 hives and we had jp's so a placed cc's in all the vents around eclipse and built about 6 ips all around the map, we even mannaged to get maint down <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
Comments
What matters is that creative ideas like this one keep the game interesting, because they lead to new challenges. The people who cry "Exploit!" as soon as someone thinks outside the box want NS to be a boring and repetitive. They are especially damaging if they're server ops who enforce their limited views on others.
Someone in the Beta forum linked to <a href='http://www.sclegacy.com/sections.php?op=viewarticle&artid=146' target='_blank'>these extraordinary StarCraft replays.</a>. They contain innovative (ab)use of gameplay features. The SC community hails and honours the players who perform these stunts. The NS community would kickban them as exploiters who ruin the atmosphere. That is why SC is still being played after all these years, whereas NS is on the verge of fading into obscurity. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I agree with your post, thinking "outside the box" keeps the game fresh. However, CC blocking and CC walls are most certainly exploits.
This is my belief, and the belief of many on these forums.
What matters is that creative ideas like this one keep the game interesting, because they lead to new challenges. The people who cry "Exploit!" as soon as someone thinks outside the box want NS to be a boring and repetitive. They are especially damaging if they're server ops who enforce their limited views on others.
Someone in the Beta forum linked to <a href='http://www.sclegacy.com/sections.php?op=viewarticle&artid=146' target='_blank'>these extraordinary StarCraft replays.</a>. They contain innovative (ab)use of gameplay features. The SC community hails and honours the players who perform these stunts. The NS community would kickban them as exploiters who ruin the atmosphere. That is why SC is still being played after all these years, whereas NS is on the verge of fading into obscurity. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I agree with your post, thinking "outside the box" keeps the game fresh. However, CC blocking and CC walls are most certainly exploits.
This is my belief, and the belief of many on these forums. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I would have to agree
however when your just dicking around and having some fun, nothing beats pinging the gorge and dropping a CC on him =D
Relocations are dodgy, especially on nothing, where marines will 95% of the time relocate to cargo, EVEN if your main hive is there.
the vent thing would be solved for a while also
- CC spam in the base as a griefer tatic
- CC walls
- CC's being used to trap aliens outside the Com Chair thats currently active
I think hard coding a limit is a mistake. It's even easily explained through storyline, something like "CC's cannot be built in close proximity to eachother because of signal interference, nano confusion, whatever"
Make the distance large, like the area of the old siege range.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
that same argument works for a 2 CC limit,
"Only 2 CC's per instalation/starship, because of course they show sensor ghosts to eachother"
only time iv needed more than 4 cc's was at the end of a game when aliens had 3 hives and we had jp's so a placed cc's in all the vents around eclipse and built about 6 ips all around the map, we even mannaged to get maint down <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->