The comm would have to do it. I've seen players will sheet hot aims that had no idea how to play NS, and I've seen people that will complete a comm's order even though it's a certain suicide and the comm doesn't realise it.
Any chance of adding genuine accelerators and/or positional mnemonics to the interface (<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=21770&hl=mnemonics' target='_blank'>link to suggestion</a>)?
Re: sargents, chain of command, etc., if I remember correctly, Flayra said they were in the original design but pulled because they added too much bulk and complexity to the interface.
question is that a old version of ns_lost or a newer - i notice there is a new tunnel to the alpha hive <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I just can't see how adding group leaders or sargeants would add to the game. For clan servers, this simply wouldn't be needed as there is already a strategy and acknowledged positions and responsibilities. And on pubs, either a marine is going to work with his group or he's not. Successful strategies evolve and adapt very quickly based on voice comm. The marine who sounds confident and composed is going to be the defacto leader. This would be true even if he <b>wasn't</b> the designated sarge.
My vote (not that I have one, really) is to leave sarges out of it.
The grouping looks and sounds fantastic. However, will the marines themselves know who else is in their group?
For example, let's say two groups are planning to take out Eclipse Command hive by having each group take a different entrance. They both get the same waypoint in the hive and move towards it together, and agree to split up before the attack. The first marine to get to the split point gets to decide which group takes which entrance, so will the rest of the marines know which group that first marine is in?
That's probably a not the best example, but hopefully you realize what I mean. Maybe even having something simple like saying "<b>NSPlayer - Group 2</b>" when you aim at him. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Right-clicking the Request Icons would automaticaly despense the requested item to the next soldier in line - WITHOUT jumping to that soldier. That way if your working a battle and you get a request that you want to fill, but don't want to leave the area your working on - Bingo! Just right click the icon.
The only arguement against it, that I could see, would be that it makes supporting your troops a little TOO easy. I personally don't think that's the case, but others might.
<!--QuoteBegin--Onuma+Feb 24 2003, 01:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Onuma @ Feb 24 2003, 01:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> LMAO @ "Phalanx Formation" :D <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Ye who laugh at Sacrifice shall be punished I dunno how though but maybe by our new god mister F or something... Uuh Ya
And about the queuing system Why not just make it so you cant request more often than like each 10 sec or so ? Would stop spamming... Well at least slow it down a little
lol...i like it when Flayra posts new information..and then forgets to reply when everyone starts asking questions... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ..makes it more of a suprise <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Gun_Sgt_Hartman+Feb 24 2003, 06:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gun_Sgt_Hartman @ Feb 24 2003, 06:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Right-clicking the Request Icons would automaticaly despense the requested item to the next soldier in line - WITHOUT jumping to that soldier. That way if your working a battle and you get a request that you want to fill, but don't want to leave the area your working on - Bingo! Just right click the icon. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> nah i see as the commanders attention as another resource for the marine team, the commander has to decide whether its more important to mico manage the battle thats going on, or respond to that lone rambo asking for health and ammo in the remotest section of the map
Well this is good. I've gone into the big chair a couple of times and one of my biggest problems is I'll have big group, I give an order to them then I go some where else then I come back decide I want them somewhere slightly different but only lasso about half of them so the other half go to their death instead of following their buddys. And rines who think waypoints super cede verbal orders. *grumbles* I'm going to try and hang out on Nano-Gridlock and see if it's any better than the big Redphive server.
1. You should be able to make hot groups out by clicking on people from the scoreboard, would be much easier than to find the marines.
2. This is a change for the marines themselves; make it so after they request ammo and/or health, make sure that they cannot make the request again for 30 seconds. This is to prevent people from spamming the comm and so he will not be distracted from another marine in need.
instead of limiting the frequency of requests. Make the limit commander side. I'm sure Flayra will code in restraints that will put no more than one request per type per person in the queue. Also it is likely he will remove requests if the marine dies, as the request is no longer needed. There may also be a time limit, but this is all up to Flayra
<!--QuoteBegin--Xanieth+Feb 23 2003, 06:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xanieth @ Feb 23 2003, 06:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <span style='font-size:21pt;line-height:100%'><b>FLAYRA I WANT TO HAVE YOUR CHILD!!!</b></span>
NS v1.1 is going to kick some more derrier that it will be sore and pink! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I think you speak for everyone... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
what version of ns_dank is that? it looks different then the last one ive seen. and i guess theres a showing of the new map that will be availible in 1.1 ns_dank.
now my kickass commander skills will improve even more <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I have one question, what happens when some one pounds on the "need med kit!" button ten times in two seconds?
I know every time the comm presses space bar they will be pulled to the same guy, but will that appear as multiple requests on the icon, or will it be recognized as only one player?
Comments
"NS is proof that Flayra loves us and wants us to be happy." - Vimstl, 2003
Any chance of adding genuine accelerators and/or positional mnemonics to the interface (<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=21770&hl=mnemonics' target='_blank'>link to suggestion</a>)?
Re: sargents, chain of command, etc., if I remember correctly, Flayra said they were in the original design but pulled because they added too much bulk and complexity to the interface.
<-- good eyes
zippy
My vote (not that I have one, really) is to leave sarges out of it.
-grem
For example, let's say two groups are planning to take out Eclipse Command hive by having each group take a different entrance. They both get the same waypoint in the hive and move towards it together, and agree to split up before the attack. The first marine to get to the split point gets to decide which group takes which entrance, so will the rest of the marines know which group that first marine is in?
That's probably a not the best example, but hopefully you realize what I mean. Maybe even having something simple like saying "<b>NSPlayer - Group 2</b>" when you aim at him. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
An Idea/request that I would like to add-on:
Right-clicking the Request Icons would automaticaly despense the requested item to the next soldier in line - WITHOUT jumping to that soldier. That way if your working a battle and you get a request that you want to fill, but don't want to leave the area your working on - Bingo! Just right click the icon.
The only arguement against it, that I could see, would be that it makes supporting your troops a little TOO easy. I personally don't think that's the case, but others might.
Thanks Flayra,
GSH
Ye who laugh at Sacrifice shall be punished
I dunno how though but maybe by our new god mister F or something...
Uuh
Ya
Why not just make it so you cant request more often than like each 10 sec or so ?
Would stop spamming...
Well at least slow it down a little
..makes it more of a suprise <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Not that I ever comm, but it looks nice.
nah i see as the commanders attention as another resource for the marine team, the commander has to decide whether its more important to mico manage the battle thats going on, or respond to that lone rambo asking for health and ammo in the remotest section of the map
1. You should be able to make hot groups out by clicking on people from the scoreboard, would be much easier than to find the marines.
2. This is a change for the marines themselves; make it so after they request ammo and/or health, make sure that they cannot make the request again for 30 seconds. This is to prevent people from spamming the comm and so he will not be distracted from another marine in need.
Oh and btw, I almost wet myself... /me looks down
Whoops, nm!
NS v1.1 is going to kick some more derrier that it will be sore and pink! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I think you speak for everyone... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Prosp
<i>You misspelled "donce" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> </i>
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Woops, my mistake. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I know every time the comm presses space bar they will be pulled to the same guy, but will that appear as multiple requests on the icon, or will it be recognized as only one player?