make low aliens dangerous in their base, even to battlesuits

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illwieckz
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Re: make low aliens dangerous in their base, even to battlesuits

Post by illwieckz »

GORE wrote:

I like your ideas but you are wasting time with your suggestions here. Just have to deal with it how it is or move on to another game, like me. The devs maybe answer your ideas but nothing more happens.

What this project lacks is manpower, so yes, even if an idea is nice and get an answer and even if the feature is wanted it does not mean it will be implemented because unfortunately code does not fall from heaven neither grow up out of thin air and we can't change that physical reality even with best intentions.

The game does not follow a linear consumption model where there are active producers feeding passive consumers. Also there is no economy to feed back such linear consumption model in any way. There is no market to order things, neither to order features, neither to order fixes.

Best way to make a circular production model be more productive is to bring more workers to the circle, in this special case, if not bringing oneself as a worker, spread the word, invite players, organize events, so among more players more contributors will grow up.

There is no such things as players in one side and developers in another side. Developers are just players investing their limited workforce.

At least we currently have some players implementing and trying out some gameplay changes, which is something that had not really happened in years, so it's up to them. We'll see, but we don't wait for, because we don't have right to.

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Gireen
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Re: make low aliens dangerous in their base, even to battlesuits

Post by Gireen »

Doesn't this make all aliens stronger, not only small ones?

I like the general idea that dretches can become stronger in late game despite staying unchanged early game.

@GORE
WRONG! :tongue:
Every suggestions here is read sooner or later and can have a impact on future development of the game.
You can look for a future news post that proves you wrong. :bsuit:

fear ma engrish :granger:

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Gireen
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Re: make low aliens dangerous in their base, even to battlesuits

Post by Gireen »

Oh yes an per alien poison could be interesting. We could give them also other differences that just amount of damage, like slow or ammo loss.

If the small aliens should benefit from this around bases, the poison could also weaken over time. That if the booster was just touched its the strongest.

fear ma engrish :granger:

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afontain
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Re: make low aliens dangerous in their base, even to battlesuits

Post by afontain »

We could also have the poison damage being related to the number of hits. 1hit, 1dmg; 2hits, 3dmg; 3hits, 5dmg.

That way a dretch will soon deal 5dps, while a tyrant would have most likely killed its opponent on the 3rd blow, if not before. And trample would give 5dps really soon. (and IMO, that is fine because trample is really not powerful at the moment.)

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killing time
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Re: make low aliens dangerous in their base, even to battlesuits

Post by killing time »

afontain wrote:

We could also have the poison damage being related to the number of hits. 1hit, 1dmg; 2hits, 3dmg; 3hits, 5dmg.

I like this. The model could be like, poison damages you independent of armor, but a bsuit gets only 20% poisoned in one bite while a naked human gets 100% poisoned in one bite. And the DPS is linearly proportionally to the "percentage" poisoned.

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Gireen
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Re: make low aliens dangerous in their base, even to battlesuits

Post by Gireen »

How would a second hit affect the length of the poison time?
Would the doubled poison only overlap for a short time until the first infection is over?

fear ma engrish :granger:

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killing time
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Re: make low aliens dangerous in their base, even to battlesuits

Post by killing time »

Gireen wrote:

How would a second hit affect the length of the poison time?
Would the doubled poison only overlap for a short time until the first infection is over?

Maybe there could be up to 5 poison timers? And if all of them are already in use, a new bite replaces the one which would run out the soonest.

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Sweet
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Re: make low aliens dangerous in their base, even to battlesuits

Post by Sweet »

Who cares if a bot behaves strange?

I do. Even if they still behave strange, you could help by testing the experimental bot commands on map testing server.

Who cares if a player uses the bot icon in their name?

Refactoring the UI to include a nice handling of bots will take a little while, at least. For now, all we have is that listplayers marks bots as such. See https://github.com/Unvanquished/Unvanquished/pull/2276 for a somewhat failed attempt.

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Re: make low aliens dangerous in their base, even to battlesuits

Post by Gireen »

GORE wrote: Mon Jan 09, 2023 5:13 pm UTC

It's too late now this game is forgotten and uninstalled. :thumbdown:

Just saying since this topic was started, two years ago, game activity has quadrupled or so (at some times even more). :grin:
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fear ma engrish :granger:

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illwieckz
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Re: make low aliens dangerous in their base, even to battlesuits

Post by illwieckz »

A naked human with a rifle is easily able to kill a tyrant in his base.

Tyrant efficiency was improved, reducing the need for ultra precise hit to make huge damage to humans.
Naked human killing tyrant in a base means the tyrant doesn't fight back.

A dretch or a granger in their base needs a lot of suicides to kill a battlesuit user, feeding said user.

Advanced granger can now slow down all players including battlesuit, and dretch was already able to do 16 damage per battlesuit headshot, this being far more easier to do if a granger slowed down the battlesuit.

In fact we actually had to reduce the granger trapping mechanism because people thought battlesuit had no chance against it.

GORE wrote: Sun Jan 29, 2023 5:43 pm UTC

This. Look at date.

Look at the date, twice.

GORE wrote: Sun Jan 29, 2023 5:43 pm UTC

What has been changed? Nothing.

Those are exactly the issues that were addressed and changes that were done since that comment was made.

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