Forum Replies Created

Viewing 5 posts - 46 through 50 (of 50 total)
  • Author
    Posts
  • in reply to: Direct InGame Targeting? #18602

    sleestak
    Participant

    How does a stalker attack the same player every round with funkies and other large weapons? Big bombs cost big bucks, which would mean the stalker is spreading his kills around quite a bit.

    If not, then the stalker will be out of cash fast, only ruining one or two rounds before he becomes dependent on baby missiles. Also, there’s nothing stopping the victim from attacking the stalker. If you’re getting wiped out on the first shot every round, use your accruing cash on fuel or a shield.

    I admit that when I have a choice of equal targets, I go after the lead player, or avoid someone else who might need help taking the lead. All these issues are not bad. They’re game dynamics and they make the game different and fun each time we play.

    in reply to: A trend… #18475

    sleestak
    Participant

    cbx550f, when I play mornings (Pacific Time) I get a fair number of non-English speakers. They are the best group to play with. If they’re insulting me, I wouldn’t know it, wouldn’t care. Sure, they might gang up on me, but that happens a lot to all new folks. (Kind of why I’d like to see an Assigned Targets mod.)

    in reply to: Security request #18399

    sleestak
    Participant

    Vote kicks don’t work too often in other games I play. The threshold to kick is often too high to get enough players to vote. Noobs get confused or ask “Why should I kick this player?” even though there’s been a discussion for the last 5 minutes and the reason is plain as day. Then the vote gets called again and again in hopes enough players will vote, which leads to people voting “no” because they are getting annoyed by the pop-up prompts.

    Another option is to give kick privs to a handful of frequent and trusted players. When a kick happens, log the event in case the kicked player later complains. Record the names of the kicker/kickee, and a good chunk of the preceding chat session.

    Or, go with the voting option, but grant frequent and trusted players with heavier weighted votes, so a true majority is not needed.

    in reply to: Wagering, positioning, line-of-sight #18413

    sleestak
    Participant

    Ya, alternating rulesets, or players voting for maps, etc. The thought came to mind because this is what a lot of first person shooters do to add a little variety to gameplay.

    One more idea…

    5) Tidal Waves. OK, perhaps it’ll never happen, but I’d love to see a nuke explode in the ocean, creating a wave surge that causes damage to low-lying tanks.

    in reply to: Wagering, positioning, line-of-sight #18407

    sleestak
    Participant

    I forgot my fourth idea…

    4) Assigned Targets. At the start of a round, assign each player a target. You must kill the assigned player first, then proceed with the next assigned person. Targets might be assigned randomly, or matching skill rankings, or matching rank in the current match. I just think it would be a fun variation. If you match noobs with noobs, it lets them survive a little longer. Meanwhile, experts will shield up, knowing what’s ahead of them.

    Responses:

    2) Location Selection: Yes, some players would pile on top of each other and get toasted in the first shot. That’s good for a laugh. When positioning your tank you would consider wind, vantage point, and what you think everyone else will do. This magnifies the psychological factor of understanding your opponents. Again, it would just be a fun variation. A server full of idiots will soon get the point of not picking the best strategic position.

    **Maybe a randomization feature should be added where round 1 is Assigned Targets, round 2 has Location Selection, etc. Let the sysadmin decide whether every round will play by the same rules as the preceding round.

Viewing 5 posts - 46 through 50 (of 50 total)