Don't make an NS2 combat!

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Comments

  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    wont NSTR cover the needs to make a new game mode, or am i mistaken?
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1693094:date=Nov 10 2008, 04:35 PM:name=ryknow69)--><div class='quotetop'>QUOTE(ryknow69 @ Nov 10 2008, 04:35 PM) <a href="index.php?act=findpost&pid=1693094"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->wont NSTR cover the needs to make a new game mode, or am i mistaken?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Half mistaken, but fully right in spirit. The NS2TR is for mappers and the core game. The fact that the game code is being written in LUA will allow for customizable game modes.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    So, mapping equipment only? Half-yea! Eh, was hoping that you were able to start making new game modes(CO,CTF,Escort,Other) with NS2TR.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Just on a totally random not, I like the name from Soldiers of Fortune's game mode called "Conquer the Bunker"

    That is also basically what combat is anyway <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />


    old thread though!
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void LoadGameMode()
    {
         GameStyle style = GetCurrentGameplayStyle();

         if(style = GameStyle.Classic)
         {
              EnableCommChair();
              EnableFullHives();
         }
         else if (style == GameStyle.Combat)
         {
              throw new YouveGotToBeKiddingException("WTF!  H@><!!!!11");
         }
    }<!--c2--></div><!--ec2-->
  • NovusAnimusNovusAnimus Join Date: 2008-06-20 Member: 64476Members
    Your first if statement just set it to Classic.

    Not that I mind, down with combat!
  • blake_rulesblake_rules Join Date: 2007-02-21 Member: 60075Members
    I think we should keep them all and make new game modes such as CTF and stuff like that ,and like for example UT as vechiles that would be ######ing mad for marines rofl
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    boo to vehicles, and boo to making the dev team make the combat, let the community do some dirty work.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    Hahaha, funny to see this thread still going.

    Good to know there will be no combat woo!
  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
    frig still going after 2 years, down with combat <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    What's up with the "if it's there I must use/play it" attitude? I hated domination in Unreal Tournament, so I never/rarely played it.
  • MarcusAureliusMarcusAurelius Join Date: 2008-01-28 Member: 63518Members, Constellation
    NS "died" because it's based on a ten year old game. If people want a deathmatch shooter they have many better ones available, but the uniqueness of ns is what's keeping the community alive.
  • Sturmf4lkeSturmf4lke Join Date: 2005-03-02 Member: 42963Members, Constellation, Reinforced - Shadow
    <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />

    combat suxx - but as you see in the FAQ :


    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Will NS2 include Combat mode from NS?

    No, we are not developing a Combat mode for NS2. Combat mode was intended to be a simplified version of NS to help introduce new players to the game. For NS2 we've decided to focus all of our efforts into creating a single game mode and make the game accessible in other ways. NS2 will include all of the modding tools necessary for the community to develop a Combat-like game mode as well as other variations on the gameplay.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--quoteo(post=1580946:date=Nov 26 2006, 12:20 PM:name=Browser_ICE)--><div class='quotetop'>QUOTE(Browser_ICE @ Nov 26 2006, 12:20 PM) <a href="index.php?act=findpost&pid=1580946"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the majority of NS players love playing CO and that the NS team is aware of it, then ...<!--QuoteEnd--></div><!--QuoteEEnd-->
    --also a fallacy... I can name twice as many people who have been driven away by combat point to even more players who do nothing but play combat and have barely ever tried to play the classic game. The bottom-line is where combat was declared to be a "bridge" between TFC and CS players over to NS, that is not what it ended up becoming. Combat ended up turning off many people who enjoyed the RTS aspects and brought in new people who preferred the more traditional FPS death-match style of gameplay.

    Whether creating a new gametype, and the after-effects of that upon the community as a whole, was good or bad is up to subjective opinion and therefore is a debate which will never be settled.

    Enough said.



    PS: It might be wise to learn some of the benefits of combat and some of the lesson of what not to do with version releases that can cause division in the community. I think that is already happening with NS2. (noting the new "buy equipment" menu concept, for example)
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I agree that there shouldn't be a Combat mode, but there still needs to be something done about the small game problem. Building a server up to 4v4 before the game even becomes playable is tedious. The ideal solution is to write an AI commander that takes over in very small games, handling basic resource management and base building. Nothing too fancy, just add scripted positions in the maps for all the base structures that the AI comm will use and have it run a set upgrade path and build nodes when players request it. It doesn't even need to do remote bases or anything. That much would allow players to stay in the game and focus on fighting until there are enough for a real game.
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