IeptBarakat wrote: »
I played it for a few hours this morning, good fun but definitely could use some health scaling. Also a popular suggestion in the server I was playing on would be to require the marines to move around for some objective, as waiting in a corner for the round to end or the fade suicide rushes isn't very fun for either team.
My personal gripe is the crouch to land faster mechanic, I wasted so much energy failing to enter vents because of it.
Katzenfleisch wrote: »
I am proud to announce that the objective is now ready (with some other good stuff).
The goal now for the marines is to pick up sentry batteries on the map that spawn every minute on a random tech point, and bring it to the main base in order to power up the building of there choice.
There are currently 4 building implemented:
* The armory:
--> Allows each players to resupply N time (twice) in health & ammo, it also drop some weapons
* The robotics factory:
--> Create one MAC per alive marine with the order "Weld and follow"
* The arms lab
--> Give weapons1/armor1 to each marines
* The observatory
--> Enable the minimap for all the player in range & faded detection in the main base
A new weapon has also been added: Flame mines. Marines can purchase it and will have an amount of 1. This mine set on fire any enemy entity that cross its sight.
Now I am looking for any ideas about what to do with the prototype lab, the command station and the IP in order to add an other game ending. I have though of dropping a command station if all the 4 above building have been powered up. This would permanently reveal the Faded on the map and re spawn marines with auto jetpack. I was also thinking of dropping the CC/Proto/IP at the beginning but making those require more than 1 battery to work. (the IP would need 4 battery (undestroyed so far) for example in order to respawn dead players one by one).
This version (0.21 Research & Destroy) will be on the workshop as soon as I can.
For now feel free to give ideas
Ps: I am sorry to have misused game coord (up & down) for the spawn and stuck the player half of the time, it's fixed with an extra "unstuck" chat command just in case.
Ps2: Good news are coming about the Faded customization & upgrade (lethal stab, flame resistant, fake marine with the scoreboard marked as alive, body trap, armored, wallgrip master, respawn unburned faded corpses in cost of hp etc ...)
Ps3: A complete server configuration json files is also available on this mod in case you want to run it on your own server, and change some globals.
Those babblers will be playable each time the Faded use his babbler ability, or during a babbler wave (one each 50s). Babblers waves spawn babbler players on corpses and RT. Also for balance, babblers do not explode on mines anymore. And of course they all come with their cute taunt and cute sound.
I am working on the objective mod to make it more scaled for 20+ players and it should be ok
Also, here is the changelog of the next version: "Faded 0.22 Afterlife experiences"