I, as others do, think that there should be an experience reward for building and damaging Resource Towers, to promote these activities as goals. Other than that, it looks pretty good.
<span style='font-size:8pt;line-height:100%'>P.S. Fix the map voting bug already</span>
I really like this mod. One thing I don't particularly enjoy, however, is the distance between the nodes/upgrade chambers. On the normal combat maps, they are <i>way</i> too close to each other. The first few nodes outside of your base can easily be guarded by 1-2 good players and makes it almost impossible to get the opposing team's upgrades down. I suggest making custom maps for Territory only, with more room in between each node and you got yourself an awesome mod to combat.
<!--QuoteBegin-Uzguz+Jul 24 2005, 02:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Uzguz @ Jul 24 2005, 02:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I, as others do, think that there should be an experience reward for building and damaging Resource Towers, to promote these activities as goals. Other than that, it looks pretty good.
<span style='font-size:8pt;line-height:100%'>P.S. Fix the map voting bug already</span><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Are you certain you have the latest version? I reported this bug yesterday, and had a fix within an hour. I am not certain however if the fixed versions of the plugin and global.inc were uploaded to the site.
I will speak to the powers that be about posting patches on their main page and including a changelog. Also, it wouldn't hurt for you guys to post your suggestions on their forums. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-Cheese+Jul 24 2005, 07:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheese @ Jul 24 2005, 07:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i just played ns:t for the first time...and i have to say...this absolutely rocks!
Now i just have to reread the manuel to find out the difference between the game modes ^^ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Tis a bit complicated, but once you study the 5 modes and get some playtime you'll form an opinion of what best suits you. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
We are playtesting this daily, and are on our 3rd beta patch already. Stay tuned to the <a href='http://www.cc-br.com/ter/forums/' target='_blank'>NS: Territory Forums</a> for details, and post suggestions/bugs there.
<!--QuoteBegin-PseudoKnight+Jul 25 2005, 01:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Jul 25 2005, 01:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For simplification, you probably should drop a mode or two, imo. I suggest removing Take Over mode.
It's nice to have options to see which people like, but too many modes can be a bad thing in the end. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> <b>Yes.</b> I totally agree with this post. Personally i think Tech War should be radically changed as well as Take Over being removed (it has alot of flaws).
<!--QuoteBegin-eliotmat+Jul 23 2005, 06:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eliotmat @ Jul 23 2005, 06:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> He's saying he spawncamps while the rest of the team builds the nodes, etc.
He's pointing out that teamwork isn't any more necessary in this game than in regular combat. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Thank you.
Alcapwn"War is the science of destruction" - John AbbotJoin Date: 2003-06-21Member: 17590Members
Wow, this beats the crap out of co, pisses on it, and beats it up again. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
This is what co should have been. People actually use teamwork in this.
I think the devs should delay 3.1 and include this as an official game type. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
v1.0.4d changelog (not released yet)<ul><li>Mode vote menu change where menu won't appear until the 2nd player joins. 1st player will remain in readyroom until that time.</li><li>Sequence Capture now requires the hive/cc to be destroyed AFTER you've capped the last node. Until that time hive/cc are invulnerable.</li></ul><span style='font-size:7pt;line-height:100%'>That is all ...</span>
<!--QuoteBegin-NGE+Jul 25 2005, 07:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NGE @ Jul 25 2005, 07:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-eliotmat+Jul 23 2005, 06:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eliotmat @ Jul 23 2005, 06:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> He's saying he spawncamps while the rest of the team builds the nodes, etc.
He's pointing out that teamwork isn't any more necessary in this game than in regular combat. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thank you. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Except, team work is required to capture the nodes effectively oh shi...
<!--QuoteBegin-Olmy+Jul 25 2005, 03:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Jul 25 2005, 03:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-NGE+Jul 25 2005, 07:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NGE @ Jul 25 2005, 07:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-eliotmat+Jul 23 2005, 06:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eliotmat @ Jul 23 2005, 06:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> He's saying he spawncamps while the rest of the team builds the nodes, etc.
He's pointing out that teamwork isn't any more necessary in this game than in regular combat. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thank you. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Except, team work is required to capture the nodes effectively oh shi... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Except that teamwork isn't nessesary to get kills. Or build nodes. The best tactic in combat:territory right now is to stomp the other team, and then cap the nodes afterwards.
It's the same game as regular combat except you build a few nodes to win. The only way to change combat is to change how you get your exp.
He's pointing out that teamwork isn't any more necessary in this game than in regular combat. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thank you. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Except, team work is required to capture the nodes effectively oh shi... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Except that teamwork isn't nessesary to get kills. Or build nodes. The best tactic in combat:territory right now is to stomp the other team, and then cap the nodes afterwards.
It's the same game as regular combat except you build a few nodes to win. The only way to change combat is to change how you get your exp.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Again, you're showing us what you <b>don't</b> know regarding NS: Territory. Play all 5 modes, a lot, until you learn how they work. Then post your suggestions - we'll listen. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Although you may <i>rambo</i> about having random success spawnkilling or node capping, your team won't win the round that way.
<!--QuoteBegin-Depot+Jul 25 2005, 03:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Depot @ Jul 25 2005, 03:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sequence Capture now requires the hive/cc to be destroyed AFTER you've capped the last node. Until that time hive/cc are invulnerable.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> AMEN! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
He's pointing out that teamwork isn't any more necessary in this game than in regular combat. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thank you. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Except, team work is required to capture the nodes effectively oh shi... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Except that teamwork isn't nessesary to get kills. Or build nodes. The best tactic in combat:territory right now is to stomp the other team, and then cap the nodes afterwards.
It's the same game as regular combat except you build a few nodes to win. The only way to change combat is to change how you get your exp.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Again, you're showing us what you <b>don't</b> know regarding NS: Territory. Play all 5 modes, a lot, until you learn how they work. Then post your suggestions - we'll listen. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Although you may <i>rambo</i> about having random success spawnkilling or node capping, your team won't win the round that way. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'm afraid you don't know what you are talking about.
Once the new co_ter maps are made this will take off, its really unbalanced for either side (depending on map and mode) in the classic co_ maps...though the best rounds ive had were on faceoff...
Surely that's not a Territory-specfic thing though. If you've got someone camping the entirety of team2, while team1 has the run of the map, they'll win regardless of the game type/game itself?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sequence Capture now requires the hive/cc to be destroyed AFTER you've capped the last node. Until that time hive/cc are invulnerable.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I thought the whole point was to keep the objectives OUT of the spawn. Anyone play this mode yet after the change? What do you think?
He's pointing out that teamwork isn't any more necessary in this game than in regular combat. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thank you. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Except, team work is required to capture the nodes effectively oh shi... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Except that teamwork isn't nessesary to get kills. Or build nodes. The best tactic in combat:territory right now is to stomp the other team, and then cap the nodes afterwards.
It's the same game as regular combat except you build a few nodes to win. The only way to change combat is to change how you get your exp.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Again, you're showing us what you <b>don't</b> know regarding NS: Territory. Play all 5 modes, a lot, until you learn how they work. Then post your suggestions - we'll listen. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Although you may <i>rambo</i> about having random success spawnkilling or node capping, your team won't win the round that way. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I'm afraid you don't know what you are talking about.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> No, I wouldn't have a clue. I work with their dev team on a daily basis and have the latest version always available on my server. Currently my server is the only one running v1.05.
All I'm saying is one needs to play this mod in all the various modes on the latest patch on a variety of maps to make a fair assessment of this. I don't feel you've done that ... it's a complicated mod, but fun to play.
<!--QuoteBegin-PseudoKnight Posted on Jul 26 2005+ 06:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight Posted on Jul 26 2005 @ 06:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> QUOTE Sequence Capture now requires the hive/cc to be destroyed AFTER you've capped the last node. Until that time hive/cc are invulnerable.
I thought the whole point was to keep the objectives OUT of the spawn. Anyone play this mode yet after the change? What do you think? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It will be difficult to find a server with this version yet, but mine runs it (IP in siggy). I love this change, and we are considering implementing it to Tech War. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-Depot+Jul 26 2005, 07:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Depot @ Jul 26 2005, 07:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <STUFF> No, I wouldn't have a clue. I work with their dev team on a daily basis and have the latest version always available on my server. Currently my server is the only one running v1.05.
All I'm saying is one needs to play this mod in all the various modes on the latest patch on a variety of maps to make a fair assessment of this. I don't feel you've done that ... it's a complicated mod, but fun to play. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The fact of the matter is no matter what the objective, no matter what the gameplay, no matter what the game, no matter what the teams, if one man successfully camps a whole team, his team will have the run of the map and win. This is also the case in NS:T.
<!--QuoteBegin-?monk+Jul 26 2005, 12:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (?monk @ Jul 26 2005, 12:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Depot+Jul 26 2005, 07:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Depot @ Jul 26 2005, 07:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <STUFF> No, I wouldn't have a clue. I work with their dev team on a daily basis and have the latest version always available on my server. Currently my server is the only one running v1.05.
All I'm saying is one needs to play this mod in all the various modes on the latest patch on a variety of maps to make a fair assessment of this. I don't feel you've done that ... it's a complicated mod, but fun to play. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The fact of the matter is no matter what the objective, no matter what the gameplay, no matter what the game, no matter what the teams, if one man successfully camps a whole team, his team will have the run of the map and win. This is also the case in NS:T. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I would still blame his and your inexperience with the mod in thinking a rambo is going to win it all, or his team for that matter.
<!--QuoteBegin-Depot+Jul 26 2005, 12:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Depot @ Jul 26 2005, 12:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-?monk+Jul 26 2005, 12:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (?monk @ Jul 26 2005, 12:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Depot+Jul 26 2005, 07:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Depot @ Jul 26 2005, 07:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <STUFF> No, I wouldn't have a clue. I work with their dev team on a daily basis and have the latest version always available on my server. Currently my server is the only one running v1.05.
All I'm saying is one needs to play this mod in all the various modes on the latest patch on a variety of maps to make a fair assessment of this. I don't feel you've done that ... it's a complicated mod, but fun to play. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The fact of the matter is no matter what the objective, no matter what the gameplay, no matter what the game, no matter what the teams, if one man successfully camps a whole team, his team will have the run of the map and win. This is also the case in NS:T. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I would still blame his and your inexperience with the mod in thinking a rambo is going to win it all, or his team for that matter.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Sorry, my inexperience? For someone talking about not making judgements before looking at what you're talking about, you sure are talking our of your arse.
For one, the server I own runs NS:T.
Secondly, if you bothered to read what I said, the fact of the matter is this;
<----TEAM 2 BASE-----> team2 players team1camper
team1player
team1player team1player
team1player
<------------------TEAM 1 BASE------------>
You see?
The whole of team2 die when they spawn. Team1 can freely move about the map and capture flags/destroy resource towers/build whatever. Regardless of the game. Regardless of the mod.
<!--QuoteBegin-?monk+Jul 26 2005, 05:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (?monk @ Jul 26 2005, 05:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Depot+Jul 26 2005, 12:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Depot @ Jul 26 2005, 12:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-?monk+Jul 26 2005, 12:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (?monk @ Jul 26 2005, 12:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Depot+Jul 26 2005, 07:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Depot @ Jul 26 2005, 07:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <STUFF> No, I wouldn't have a clue. I work with their dev team on a daily basis and have the latest version always available on my server. Currently my server is the only one running v1.05.
All I'm saying is one needs to play this mod in all the various modes on the latest patch on a variety of maps to make a fair assessment of this. I don't feel you've done that ... it's a complicated mod, but fun to play. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The fact of the matter is no matter what the objective, no matter what the gameplay, no matter what the game, no matter what the teams, if one man successfully camps a whole team, his team will have the run of the map and win. This is also the case in NS:T. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I would still blame his and your inexperience with the mod in thinking a rambo is going to win it all, or his team for that matter.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Sorry, my inexperience? For someone talking about not making judgements before looking at what you're talking about, you sure are talking our of your arse.
For one, the server I own runs NS:T.
Secondly, if you bothered to read what I said, the fact of the matter is this;
<----TEAM 2 BASE-----> team2 players team1camper
team1player
team1player team1player
team1player
<------------------TEAM 1 BASE------------>
You see?
The whole of team2 die when they spawn. Team1 can freely move about the map and capture flags/destroy resource towers/build whatever. Regardless of the game. Regardless of the mod.
It's not hard to comprehend is it? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> If you like the mod, great.
If you DON'T like the mod, read up to see where their forums are so you can make suggestions. And although what your saying in theory sounds good, it won't work that way at all.
Thank you for your input. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-?monk+Jul 26 2005, 09:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (?monk @ Jul 26 2005, 09:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I am amazed at your tunnel-vision.
It's like you just hit reply without reading a post. Oh wai <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> So what do you suggest changes in Territory?
Comments
<span style='font-size:8pt;line-height:100%'>P.S. Fix the map voting bug already</span>
<span style='font-size:8pt;line-height:100%'>P.S. Fix the map voting bug already</span><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Are you certain you have the latest version? I reported this bug yesterday, and had a fix within an hour. I am not certain however if the fixed versions of the plugin and global.inc were uploaded to the site.
I will speak to the powers that be about posting patches on their main page and including a changelog. Also, it wouldn't hurt for you guys to post your suggestions on their forums. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Now i just have to reread the manuel to find out the difference between the game modes ^^
Now i just have to reread the manuel to find out the difference between the game modes ^^ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Tis a bit complicated, but once you study the 5 modes and get some playtime you'll form an opinion of what best suits you. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
It's nice to have options to see which people like, but too many modes can be a bad thing in the end.
I second this. POLL, POLL!!
It's nice to have options to see which people like, but too many modes can be a bad thing in the end. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<b>Yes.</b> I totally agree with this post. Personally i think Tech War should be radically changed as well as Take Over being removed (it has alot of flaws).
1. Spawn protection for RT based modes
2. Get more experience from destroying/building/capping nodes rather than killing people.
Good job on the mod!
I second this. POLL, POLL!! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
POLL POLL <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
hehe
He's pointing out that teamwork isn't any more necessary in this game than in regular combat. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Thank you.
This is what co should have been. People actually use teamwork in this.
I think the devs should delay 3.1 and include this as an official game type. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
He's pointing out that teamwork isn't any more necessary in this game than in regular combat. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thank you. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Except, team work is required to capture the nodes effectively oh shi...
He's pointing out that teamwork isn't any more necessary in this game than in regular combat. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thank you. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Except, team work is required to capture the nodes effectively oh shi... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Except that teamwork isn't nessesary to get kills. Or build nodes. The best tactic in combat:territory right now is to stomp the other team, and then cap the nodes afterwards.
It's the same game as regular combat except you build a few nodes to win.
The only way to change combat is to change how you get your exp.
He's pointing out that teamwork isn't any more necessary in this game than in regular combat. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thank you. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Except, team work is required to capture the nodes effectively oh shi... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Except that teamwork isn't nessesary to get kills. Or build nodes. The best tactic in combat:territory right now is to stomp the other team, and then cap the nodes afterwards.
It's the same game as regular combat except you build a few nodes to win.
The only way to change combat is to change how you get your exp.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Again, you're showing us what you <b>don't</b> know regarding NS: Territory. Play all 5 modes, a lot, until you learn how they work. Then post your suggestions - we'll listen. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Although you may <i>rambo</i> about having random success spawnkilling or node capping, your team won't win the round that way.
He's pointing out that teamwork isn't any more necessary in this game than in regular combat. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thank you. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Except, team work is required to capture the nodes effectively oh shi... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Except that teamwork isn't nessesary to get kills. Or build nodes. The best tactic in combat:territory right now is to stomp the other team, and then cap the nodes afterwards.
It's the same game as regular combat except you build a few nodes to win.
The only way to change combat is to change how you get your exp.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Again, you're showing us what you <b>don't</b> know regarding NS: Territory. Play all 5 modes, a lot, until you learn how they work. Then post your suggestions - we'll listen. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Although you may <i>rambo</i> about having random success spawnkilling or node capping, your team won't win the round that way. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'm afraid you don't know what you are talking about.
I'm afraid you don't know what you are talking about.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So it'd seem.
Surely that's not a Territory-specfic thing though. If you've got someone camping the entirety of team2, while team1 has the run of the map, they'll win regardless of the game type/game itself?
I thought the whole point was to keep the objectives OUT of the spawn. Anyone play this mode yet after the change? What do you think?
He's pointing out that teamwork isn't any more necessary in this game than in regular combat. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thank you. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Except, team work is required to capture the nodes effectively oh shi... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Except that teamwork isn't nessesary to get kills. Or build nodes. The best tactic in combat:territory right now is to stomp the other team, and then cap the nodes afterwards.
It's the same game as regular combat except you build a few nodes to win.
The only way to change combat is to change how you get your exp.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Again, you're showing us what you <b>don't</b> know regarding NS: Territory. Play all 5 modes, a lot, until you learn how they work. Then post your suggestions - we'll listen. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Although you may <i>rambo</i> about having random success spawnkilling or node capping, your team won't win the round that way. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'm afraid you don't know what you are talking about.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No, I wouldn't have a clue. I work with their dev team on a daily basis and have the latest version always available on my server. Currently my server is the only one running v1.05.
All I'm saying is one needs to play this mod in all the various modes on the latest patch on a variety of maps to make a fair assessment of this. I don't feel you've done that ... it's a complicated mod, but fun to play.
<!--QuoteBegin-PseudoKnight Posted on Jul 26 2005+ 06:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight Posted on Jul 26 2005 @ 06:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
QUOTE
Sequence Capture now requires the hive/cc to be destroyed AFTER you've capped the last node. Until that time hive/cc are invulnerable.
I thought the whole point was to keep the objectives OUT of the spawn. Anyone play this mode yet after the change? What do you think? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It will be difficult to find a server with this version yet, but mine runs it (IP in siggy). I love this change, and we are considering implementing it to Tech War. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
No, I wouldn't have a clue. I work with their dev team on a daily basis and have the latest version always available on my server. Currently my server is the only one running v1.05.
All I'm saying is one needs to play this mod in all the various modes on the latest patch on a variety of maps to make a fair assessment of this. I don't feel you've done that ... it's a complicated mod, but fun to play. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The fact of the matter is no matter what the objective, no matter what the gameplay, no matter what the game, no matter what the teams, if one man successfully camps a whole team, his team will have the run of the map and win. This is also the case in NS:T.
No, I wouldn't have a clue. I work with their dev team on a daily basis and have the latest version always available on my server. Currently my server is the only one running v1.05.
All I'm saying is one needs to play this mod in all the various modes on the latest patch on a variety of maps to make a fair assessment of this. I don't feel you've done that ... it's a complicated mod, but fun to play. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The fact of the matter is no matter what the objective, no matter what the gameplay, no matter what the game, no matter what the teams, if one man successfully camps a whole team, his team will have the run of the map and win. This is also the case in NS:T. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I would still blame his and your inexperience with the mod in thinking a rambo is going to win it all, or his team for that matter.
No, I wouldn't have a clue. I work with their dev team on a daily basis and have the latest version always available on my server. Currently my server is the only one running v1.05.
All I'm saying is one needs to play this mod in all the various modes on the latest patch on a variety of maps to make a fair assessment of this. I don't feel you've done that ... it's a complicated mod, but fun to play. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The fact of the matter is no matter what the objective, no matter what the gameplay, no matter what the game, no matter what the teams, if one man successfully camps a whole team, his team will have the run of the map and win. This is also the case in NS:T. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I would still blame his and your inexperience with the mod in thinking a rambo is going to win it all, or his team for that matter.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Sorry, my inexperience? For someone talking about not making judgements before looking at what you're talking about, you sure are talking our of your arse.
For one, the server I own runs NS:T.
Secondly, if you bothered to read what I said, the fact of the matter is this;
<----TEAM 2 BASE----->
team2 players team1camper
team1player
team1player
team1player
team1player
<------------------TEAM 1 BASE------------>
You see?
The whole of team2 die when they spawn. Team1 can freely move about the map and capture flags/destroy resource towers/build whatever. Regardless of the game. Regardless of the mod.
It's not hard to comprehend is it?
No, I wouldn't have a clue. I work with their dev team on a daily basis and have the latest version always available on my server. Currently my server is the only one running v1.05.
All I'm saying is one needs to play this mod in all the various modes on the latest patch on a variety of maps to make a fair assessment of this. I don't feel you've done that ... it's a complicated mod, but fun to play. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The fact of the matter is no matter what the objective, no matter what the gameplay, no matter what the game, no matter what the teams, if one man successfully camps a whole team, his team will have the run of the map and win. This is also the case in NS:T. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I would still blame his and your inexperience with the mod in thinking a rambo is going to win it all, or his team for that matter.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Sorry, my inexperience? For someone talking about not making judgements before looking at what you're talking about, you sure are talking our of your arse.
For one, the server I own runs NS:T.
Secondly, if you bothered to read what I said, the fact of the matter is this;
<----TEAM 2 BASE----->
team2 players team1camper
team1player
team1player
team1player
team1player
<------------------TEAM 1 BASE------------>
You see?
The whole of team2 die when they spawn. Team1 can freely move about the map and capture flags/destroy resource towers/build whatever. Regardless of the game. Regardless of the mod.
It's not hard to comprehend is it? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you like the mod, great.
If you DON'T like the mod, read up to see where their forums are so you can make suggestions. And although what your saying in theory sounds good, it won't work that way at all.
Thank you for your input. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
It's like you just hit reply without reading a post. Oh wai
It's like you just hit reply without reading a post. Oh wai <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
So what do you suggest changes in Territory?