My view on empires

Discussion in 'Archive' started by flatmush, Apr 30, 2007.

  1. flatmush

    flatmush Member

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    OK here's my take on empires, I realize a lot of stuff may be repeated because I don't have the time necessary to read through every thread on the forum.
    Also I realize that it would be impossible to implement all of this stuff in the near future, I just hope some of the comments/ideas are useful and lastly I don't want this to be seen as negative, because empires is one of my favorite games of late (it pwns BF2142).

    Guns:
    - NF guns are currently far too good compared to BE guns as has been reported, I believe that the BE guns need bringing up to speed. The BE assault rifle needs to be made more accurate, and also maybe slightly more powerful.
    - The scout guns are currently about as useful as a chocolate teapot to me, I can't vouch for anyone else but whenever I get a perfect shot and take it, it seems to do nothing, it either needs to be made more accurate or more powerful.
    - As has been said before, I think iron-sights needs to provide an accuracy upgrade, and BE needs better sights on it's guns.
    - There are a lot of SMG's a shotty as an alternative would be nice.
    - It would be good if the grenadiers rockets were upgradeable either by skills or by research.

    Class Balance:
    Currently the classes are imbalanced as to what they can do, an engineer can currently take out people, buildings, vehicles, can heal, resupply, build, etc. while a rifle man can only really shoot people, a grenadier can only really kill vehicles and buildings and a scout can snipe and sabotage.
    Firstly I believe that there should be a medic class (Maybe the rifle man) who can heal (instead of the engy) and who can also place med boxes (like the engy places ammo). I also find it annoying that while a scout can sneak into a base, they really can't do much but sabotage while they're there, I think that they should get C4 personally. Also it would make sense for buildable items to be spread a little for example the surveillance would fit better with a scout.

    Building ideas:
    - Firstly a tech center as well as a radar would be cool, just to add more buildings and things to think about really.
    - A bunker, as has been said a few times, like an armory with a slit to shoot through (Maybe just modify the armory).
    - A gate (like a wall, that let's friendly units through c&c style).
    - Mounted manual guns (maybe a building for the rifle man) or just a pile of sandbags to lean the big Heavy MG on.
    - Tank spikes (as seen on some WWII films) to block tanks (could be a building for the grenadier).
    - I think that the turrets should get an upgraded range when they are upgraded (eg. Turret Lvl 3 could fire 150% as far as Turret Lvl 1).

    Vehicles:
    - I think that there should be a mobile missile launcher, could be used for AA too when planes are introduced, also it would make better use of missiles. It could also fire on targets given by scouts, when homing missiles have been researched.
    - I think that the jeep should have a single MG slot for the passenger.
    - The CV should have a single MG in the drivers seat, so that the comm can take out pesky engies and scouts if they are noticed.
    - Arty should be able to lock on to targets spotted by the scout easily.
    - Would be nice if the CV (and maybe other vehicles) could be reconfigured in the VF/Repair bay, so that the CV could be upgraded with newer armor/engines.

    Misc.:
    - I think that the spawn protection should last 4 secs instead of 6.
    - There should be a time limit after which a corpse cannot be revived.
    - Revives should get 2 secs spawn protection (If they don't already).
    - Engy built structures should either be recyclable by the comm, or not buildable within a radius of resource points.
    - Also it would be nice if the engy could destroy his turrets remotely, then re-build somewhere else.
    - A commander notification when an engy approaches a res point.
    - A commander notification when a unit is close to the enemy CV/Barracks/VF.
    - Restricting the VF by rank would be useful.
    - Some of the flag maps need to be made winnable, otherwise they get boring and repetitive.
    - A D-Day style map would be really cool.

    Also please don't take offense to this, I realize it takes about a billion times longer to implement these things than it takes to write them, I also realize that a lot of these ideas may have been said before and scrapped. The most relative ones to this release are in bold type.
     
    Last edited: Apr 30, 2007
  2. dizzyone

    dizzyone I've been drinking, heavily

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    you're throwing yourself in the lions cage here, I hope you brought a shield :D
     
  3. flatmush

    flatmush Member

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    I never forced any one to read it, I also pointed out at the beginning that it is repetitive, and that it is my opinion and I am not always going to be right. If people do find this thread offensive, then I really don't mind it being deleted.

    [​IMG]
    I just hope it's strong enough ^^ :), if not I got an NF rifle as backup.
     
    Last edited: Apr 30, 2007
  4. Ermm ok!

    Ermm ok! Member

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    Some good comments.

    First off weapon balance has always been poor with this mod. Pre 1.08 the brenodi assault rifle was by far the best weapon in the game and was much unchanged until 1.08.

    Its nice now to have the two AR`s in a similar state. I wouldnt say the NF one is better , but the iron sights on it are alot easier to use. The NF heavy rifle is alot better than the BE.

    The SMG`s are now far too accurate, and i agree with you the engineer is by far the best class. So much so infact that i rarely use the rifleman anymore.

    Im a bit confused as to why the scout rifle has made it into 1.08. There was a big argument in the past as to if a sniper class was wanted in empires. The general opinion was that a sniper rifle was not wanted and apparently (so we were constantly told) the scout rifle is NOT a sniper rifle.

    However the scout rifle now looks even more snipery than before. I agree with you on its effectiveness, its rubbish. In groups scouts are very effective anti infantry however 2/3 guys sat camping a rooftop IS NOT SCOUTING. I remember there being some talk of a short range carbine or shotguns for the scout?

    Overall I think class / weapon balancing is the big thing 2 be fixed before release. Currently the class roles are heavily smeared.

    The Engineer is now more of an assault class rather than a support class.

    The scout is often played as an anti infantry sniper instead of a scout.

    The rifleman SHOULD be the ultimate anti infantry class but isnt.

    I think the grenadier has the best balance , other than the fact you can mortar a rifleman from outside of his effective range.

    Most of your building suggestions have been made in the past.

    I think the command vehical should stay as it is. Its the commanders job to use his team to defend him and the base. Be this through active guarding or the building of turrets. Upgrading armor / engines is an interesting idea tho.

    Do scout marked targets show up on the mini map? If so then all you need is the grenadier skill "artillery feedback" to target them. If not then scout marked targets need to be on the mini map.

    Your comment on flag maps is very much to the point. I think flag maps should have sudden death ticket bleeds on them. The more flags your team looses the faster the tickets bleed.

    Overall some good points.

    Dont bother to correct my spelling , I know its wrong ;)
     
  5. Krenzo

    Krenzo Administrator

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    It sounds like a broken record to me. I've heard it all before.

    I still get a kick out of people complaining that the scout rifle sucks while others say it's overpowered. The NF .50 cal rifle serves the role that others wanted the scout rifle to play.
     
  6. flatmush

    flatmush Member

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    Thankyou for taking the time to read it, I knew it would be repetitive, but after attempting to catch up on what had already been said I just got a headache. Sorry it wasn't useful, I did actually say that the rifle sucked to me, it does have a use as I have seen it used effectively, however I don't think it is very intuitive as I haven't been able to find out how to use it well (as obviously others haven't either).
     
    Last edited: Apr 30, 2007
  7. MOOtant

    MOOtant Member

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    It's great gun in cdr_canyon when you want to kill enemies from 50m or more. All other guns are useless at that range. (It may be 100m not 50 but it doesn't really matter)
    errm ok: it wasn't general opinion. People who wanted it to be nerfed were just louder.

    District has fewer tickets than it had earlier and with sewers you can't really turret farm everythiing and wait for enemy. Escort won't take less time because it just needs to be that long. It rather won't be that boring as it was in 1.07 because BE have more resources on start (5k or something).

    Revivee shouldn't get invulnerability. Imagine that you killed someone then engineer revives him and then he kills you without any problem (he's invulnerable)
    (BTW imho when you spawn in APC you get that protection looks like a bug)
     
  8. Ermm ok!

    Ermm ok! Member

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    " It's great gun in cdr_canyon when you want to kill enemies from 50m or more. All other guns are useless at that range."

    I 100% agree with you, it is the most effective weapon over range. Making the scout the most effective ranged anti infantry class in the game. This is my main grumble about the scout class. People are choosing scout to kill other infantry instead of to actually scout enemy positions and vehicals. As a class the scout may as well be renamed "sniper".

    I agree with you about district, its ALOT better than the grenade spam fest it once was. Ive always enjoyed escort. The ctf canyon map is the one i had in mind for ticket bleeding, it really does drag on.
     
    Last edited: Apr 30, 2007
  9. Dubee

    Dubee Grapehead

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    but BE doesnt have one.. maybe you can make just the BE scout rifle more like a carbine
     
  10. Silk

    Silk Mapper

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    Input is always appreciated flatmush !

    People can always decide wether they take a look at it or not themselves.
     
  11. Krenzo

    Krenzo Administrator

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    I could, but then people would complain the NF have a long range rifle and the BE don't.
     
  12. Private Sandbag

    Private Sandbag Member

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    EMICONS ADDED :D
    :D = great
    :) = good
    :rolleyes: = already implemented or something similar
    :confused: = "how would this add to the game"
    :cool: = hard to call, needs discussion
    :( = not a good idea
    :mad: = very very bad idea.





    Guns:
    - NF guns are currently far too good compared to BE guns as has been reported, I believe that the BE guns need bringing up to speed. The BE assault rifle needs to be made more accurate, and also maybe slightly more powerful. :)
    - The scout guns are currently about as useful as a chocolate teapot to me, I can't vouch for anyone else but whenever I get a perfect shot and take it, it seems to do nothing, it either needs to be made more accurate or more powerful. :o I think it's a problem the other way; it's good at range by TOO good at close range. insta kill = insta quit for other players. i hate that
    - As has been said before, I think iron-sights needs to provide an accuracy upgrade, and BE needs better sights on it's guns. :) there is already an accuracy upgrade, but i admit it isn;t worth it.
    - There are a lot of SMG's a shotty as an alternative would be nice. :)
    - It would be good if the grenadiers rockets were upgradeable either by skills or by research. :D

    Class Balance:
    Currently the classes are imbalanced as to what they can do, an engineer can currently take out people, buildings, vehicles, can heal, resupply, build, etc. while a rifle man can only really shoot people, a grenadier can only really kill vehicles and buildings and a scout can snipe and sabotage. :cool: when the SMG's are toned down a bit then it'll be fair. while they are alrounders, you really need a bit of everone to do well. yeah, in small games everyone is going to be engineer but in proper games there's a good mix.
    Firstly I believe that there should be a medic class (Maybe the rifle man) who can heal (instead of the engy) and who can also place med boxes (like the engy places ammo). :mad: I also find it annoying that while a scout can sneak into a base, they really can't do much but sabotage while they're there, I think that they should get C4 personally. :mad: (have you actually tried sabotage? it does LOADS of damage, just like a C4 would.) Also it would make sense for buildable items to be spread a little for example the surveillance would fit better with a scout. :)

    Building ideas:
    - Firstly a tech center as well as a radar would be cool, just to add more buildings and things to think about really. :confused: clutter, unneccessary. tbh
    - A bunker, as has been said a few times, like an armory with a slit to shoot through (Maybe just modify the armory). :)
    - A gate (like a wall, that let's friendly units through c&c style). :)
    - Mounted manual guns (maybe a building for the rifle man) or just a pile of sandbags to lean the big Heavy MG on. :)
    - Tank spikes (as seen on some WWII films) to block tanks (could be a building for the grenadier :( ). :)
    - I think that the turrets should get an upgraded range when they are upgraded (eg. Turret Lvl 3 could fire 150% as far as Turret Lvl 1). :rolleyes: they do

    Vehicles:
    - I think that there should be a mobile missile launcher, could be used for AA too when planes are introduced, also it would make better use of missiles. It could also fire on targets given by scouts, when homing missiles have been researched. :) one's on the way, I think
    - I think that the jeep should have a single MG slot for the passenger. :) also on the way
    - The CV should have a single MG in the drivers seat, so that the comm can take out pesky engies and scouts if they are noticed. just build turrets and defence for the CV, it's not hard.
    - Arty should be able to lock on to targets spotted by the scout easily. :D
    - Would be nice if the CV (and maybe other vehicles) could be reconfigured in the VF/Repair bay, so that the CV could be upgraded with newer armor/engines. :) not a bad idea

    Misc.:
    - I think that the spawn protection should last 4 secs instead of 6. :)
    - There should be a time limit after which a corpse cannot be revived. :mad: that would be really really un fun
    - Revives should get 2 secs spawn protection (If they don't already). :mad: it's so you can't just revive someone into territory that is captured... this would be a really irritating and bad suggestion
    - Engy built structures should either be recyclable by the comm, or not buildable within a radius of resource points. either that, or not buildable in that area in the first place. this is better though. some warning like the placement shadow being yellow instead of green when in an area like that would be a nice touch too.
    - Also it would be nice if the engy could destroy his turrets remotely, then re-build somewhere else. :cool: it's hard to call this one. it's a good idea and a bad idea... i'm not sure. probably a yes but needs discussion
    - A commander notification when an engy approaches a res point. :)
    - A commander notification when a unit is close to the enemy CV/Barracks/VF. :cool: a bit unnecessary, but not a terrible suggestion. but it would definately feel a bit artificial, and telling the Comm what to do. I don't like this suggestion
    - Restricting the VF by rank would be useful. :( again a hard one to call... we don't want people playing the game just to get skill points, and if this became a general thing that all commanders did, it wouldn't be fun for new players
    - Some of the flag maps need to be made winnable, otherwise they get boring and repetitive. :confused:
    - A D-Day style map would be really cool. :)

    Overall: very good suggestions, though we have heard them all before.
     
  13. Jcw87

    Jcw87 Member

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    lol, I take it you haven't been on the other end of dubee's mowtar before.
     
  14. Dubee

    Dubee Grapehead

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    true :(

    true :D
     
  15. flatmush

    flatmush Member

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    Sandbag: I have to agree with you on most things you raised (in retrospect revive invulnerability was a stupid idea), but...

    When the I said the turrets should gain range, I really meant more than they do already, but maybe it's just cause I always play on maps with level 1 turrets.

    The tech center as well as radar would add another issue for the comm to think about, and also it splits up the functions of the buildings, it's like making the VF also a repair bay, would make the game simpler but not necessarily better.

    The CV gun would just be a nice touch, I agree that it's unnecessary.

    You make a good point about the VF restricting comment, maybe it would be better to restrict the amount of money which can be spent on vehicles (either per person, or in total, or percent of current money).

    What I meant about the sabotage is, while it hurts a building and it's production, it doesn't destroy it. The option to destroy 1+ building would be better, obviously without an ammo box the scout could destroy 1/2 buildings max with c4 anyway.

    Another thing I forgot to mention is, I think that enemy vehicles should be capturable, but not easily (say make the engineer calc, capture an enemy vehicle if it is empty instead of destroying it, remembering how long the calc takes).
     
  16. Krenzo

    Krenzo Administrator

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    The purpose of sabotage is so that a lone scout in the base can cause some damage and distract the enemy while his team can close in. C4 would make him a complete ninja. Games would end on a scout alone like it does sometimes with a lone grenadier.
     
  17. Sonata Arctica

    Sonata Arctica Member

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    Topic tl;dr, so i'll do a point by point.

    1. BE weaponry is FAR superior to NF. BEAR has a faster firing rate, so much more accurate, and does more damage then NFAR.
    2. Oh my god, you never played Empires before 1.07 have you? :P. Community wanted a better Scout rifle. Krenzo made it more powerful. We wanted a nerf, Krenzo resetted the Scout Rifle. Then we wanted it more powerful, so he made it into the 1.07 rifle we all despised. It's good as it is.
    3. BE rifles don't need iron sights :P. And there is an accuracy upgrade
    4. point
    5. I admit, the rockets are a bit weak, but mortar is the Gren's weapon of choice anyways.

    1. medic class is the engie class
    2. The only way to balance a C4 is if the scout rifle becomes totally useless.

    1. Eh, radar is a tech center so to speak
    2. No need, by the time the bunker has been built, you're at the back end of the battlefield. Empires is too fast paced for camping.
    3. Smart wall building > this
    4. I thought they did..

    1. No need
    2. No need
    3. No need, why build a base when you can rush yoru enemies and kill everyone
    4. No need, you need to learn how to arty :)
    5. Composite CVs *shudders*

    1. True, 2-3 seconds is more like it :)
    2. Would make district too boring
    3. True
    4. It is
    5. True
    6. Nah, it's the comm's/engie's job to be informed
    7. See above
    8. Wouldn't be useful. Now a user ban woudl be useful.
    9. Complaining :P
    10. Meh
     
  18. flatmush

    flatmush Member

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    Krenzo yeah that's a good point, I was just thinking of a way to make the scout as good as the engie. It would be nice with a timer though (visions of c4'ing the bridges on emp_slaughter), just not practical for gameplay I suppose.

    Sonata Arctica:
    I think half the comments you put there were explained in my above post.

    There is no NEED for much more I agree, because empires is already a great game, but these are my thoughts as to what would be nice, not what is NEEDED.

    Some of your comments are just crap, for example:
    - Engie is medic - DUH I know, I was saying that a seperate class for medic would be nice if you listened.
    - Good wall building is not the same as a gate, but I can see where you are coming from.
    - I know radar is a tech center, I was just saying that it would add some extra thinking to the game to split the tasks up into 2 separate buildings, one more decision for the comm, adds more to the gameplay I believe.

    Informing the comm would be useful, not because it's hard to say "REF", but because then you could click and be where you need to be without navigating the map.

    Your whole idea of maps being all about rushing is just not true, sometimes it happens, but with balanced teams and a relatively large/complex map like streets of fire, a map can last quite a long time. Also I tend to feel that the long games are the best, providing that they aren't repetitive.

    Admittedly the C4 would be overpowered I can see that now.

    Composite CV, who cares it would last a little longer, but to be honest if you're in a position to kill the CV, you usually have a lot of time. If not then it's a fair tradeoff, money for a longer lasting CV.

    Yes I did play empires before 1.7, but I never used scout, as the engie really is the most functional class, he has his flaws but you have far more options by playing as an engineer.

    The revive time would obviously have to be quite a bit, but games that last forever just through revives get boring.

    The learn how to arty comment is fair as I can't :(, but I was just thinking that there should be an advantage to the scouts spotting skill.
     
  19. arklansman

    arklansman Member

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    Yes, let's add stuff that can already be done. :rolleyes:
     
  20. flatmush

    flatmush Member

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    Adding an explaination to comments like that would be nice.

    As for adding things that can already be done, it is less effort to program if the actual feature is already coded, and still adds new elements to the gameplay.
    I mean the barracks could also be an armory and the vehicle factory could double as a repair bay and the game would play fine, but it's nice to have 1 feature per building and it also provides more for the comm/engy to think about or do, it was only what I thought would be nice, I realize it is unnecessary hassle for the modelers also if a lone engineer enters a base to try to do some damage it makes it harder for him (so ninja tactics become less viable, not by much, but a little).

    These are also just ideas, not orders, so gimme a break.

    I think I explained my reasons for posting what I did even if they were wrong, it would be polite if you returned the favor.
     

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