Fix the walls

Discussion in 'Feedback' started by Cyber(Gunner_Yeyz), Oct 22, 2006.

  1. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    One thing I have learned is, I don't like how the walls are in the game.
    I like walls but not how they are built.
    A problem to me is if you are attacking a rich enemy base, they can place a huge non built wall in front of you. Then if you are a mid/heavy/arty you have to destroy the wall to cross.
    What I think you should do is kind of make them like the ramp in crossroad.
    Until it is built you can go into and out of it.
    Then the enemy should be able to damage it before it is built and see the progress.
    Once finished the wall is solid forever till it is destroyed.
    That way you can't spamm walls while someone is attacking a tank in front of you.
     
  2. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    My name is ViroMan and I approve of this thread.
     
  3. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    And unlike Krenzo no one cares.
     
  4. FalconX

    FalconX Developer

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    There's been discussion on this topic in the past. The most succesful suggestion then was to make walls insubstantial until they were partly built (say, 10hp).
     
  5. Krenzo

    Krenzo Administrator

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    We discussed this a number of times in alpha. If the walls are non-solid letting things through, then once it's built, it'll turn solid and trap whatever is in it. It also would never be damaged until built and solid. We made it so that commanders can't build near enemy units to keep them from using walls any place where a fight could be occurring.
     
  6. Sheepe

    Sheepe Member

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    You could make it so its a) shorter and b) bump like on top... make useful speed bumps before being built... however might take away the stair stepping feature of it...

    -Sheepe
     
  7. mr_quackums

    mr_quackums Member

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    wouldnt that be a good thing?
     
  8. Private Sandbag

    Private Sandbag Member

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    no!

    I think it's ok really... but it's either me, or I've found that its only the start and end points of the wall you are building that need to be a certain distance away from the enemy. if you do a REALLY long wall, it can be right beside the action. look at beerdude's sig for an example of this, where there is a commander-walled-in CV.
     
  9. dizzyone

    dizzyone I've been drinking, heavily

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    what? commanders walling you in? how exactly is that lame? ^-^

    edit: but yeh the long walls are idd bugged.

    also its my sig sandbag :P and notice there are tanks on both sides of the cv, the cv just seems to have a less big radius where the other team isnt allowed to drop buildings around. I have discussed this with FalconX and altho it is a pretty lame way to lose, its not that easy.
    You cant wall in a cv that has an escort, and you need to have ppl of your team near the enemy cv (usually way ahead of where hes going). So basicly the only way you can end the game by walling in an enemy is when the enemy lost their base and their commander decides to run, in which case they already lost anyway.
    The other case would be a relocating cv, unescorted, where only one engineer of your team would have to intersect his path and you can wall him in, this I see as a strategy, a side effect of the gameplay that works out pretty well. So if its lame you decide but in most cases they deserved it. (first match bsid vs gk on emp_isle)


    needs to be fixed: http://img137.imageshack.us/img137/8531/empcanyon0037tn2.jpg
    thats with On|e server settings, I tried to tell them their settings dont work :P

    and the obvious long wall bug: http://img137.imageshack.us/img137/9559/empcanyon0026un5.jpg
     
    Last edited: Oct 22, 2006

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