Organize Stuff

Discussion in 'Feedback' started by Krenzo, May 11, 2006.

  1. Aquillion

    Aquillion Member

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    Players should have to deliberately choose to become the squad leader.
    original thread: here

    Squad leaders often end up being random after the old leader leaves (or logs off or whatever.) This makes them a bit useless and results in many squad leaders who don't know how to use the tools.


    So, I propose that you should have to specifically hit a 'become leader' button on the squad menu to become the leader of a leaderless squad, rather than having it assigned automatically.

    The first person to hit it is the squad leader. This would not allow you to steal leadership from someone else; it could result in silly things like people racing to become squad leader first, but either way, at least we only get squad leaders who want to be one and know how to do it.

    Pros:
    • -Better squad leaders.
    Cons:
    • -None.
    Alternatives:
    • -Various variations to the interface etc mentioned in the thread.
     
    Last edited: Jan 29, 2010
  2. Aquillion

    Aquillion Member

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    Allow the comm to buy engineer buildables.
    original thread: here

    Sometimes an engineer will build something vital for your team -- a key turret, or wall, or whatever. If they change class or disconnect after that, you're screwed.

    So allow comms to select anything an engineer has created and 'buy' it by paying the res; this removes it from the engineer's control and gives it to the comm, just as if the comm had placed it. It no longer takes up the engineer's quota of buildables, either, so they can make a new turret, etc.

    In order to buy something, the comm must be able to drop it -- you could only buy level 3 turrets after researching level 3s, and not if you're at your turret limit, say. You can only buy walls until you hit your wall limit. Etc.

    Pros:
    • -Engineers can drop turrets and construct them, then have the comm buy them -- this makes it easier to set up defenses, rather than dropping them and hoping an engineer will build them.
    • -This avoids having vital walls suddenly vanish when an engineer disconnects or changes class.
    • -This also avoids situations where an engineer is stuck in one class because changing would destroy a vital wall.
    Cons:
    • -None.
    Alternatives:
    • -Allow engineers to continue to get points from the purchased turret until they drop a new one.
     
  3. Aquillion

    Aquillion Member

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    Draw-on whiteboard map
    original thread: here

    Basically, a map the team can draw on with their mouse, for strategizing. There could be filters to only see the comm's drawing, or your squad's drawing, or the entire team's drawing. Possibly the comm's drawings could appear on the minimap, or players could set what filters they want on the display (so they could turn it all off on their view if it's annoying them.)

    This could be used for setting strategies in the pregame, too.

    Pros:
    • -Fun to play around with!
    • -Easier to express strategies with.
    Cons:
    • -Could get goofy.
    Alternatives:
    • -Various variations in how it could look discussed in the thread, with a mock-up.
     
  4. Aquillion

    Aquillion Member

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    Bigger alert when comm disconnects
    original thread: here

    Sometimes, your comm gets disconnected, and it takes your team a while to notice. This can be crippling, so a bigger notice of some sort when your comm disconnects could be useful.

    Pros:
    • -Make it easier to replace the comm when they disconnect.
    Cons:
    • -Could alert griefers that the comm has disconnected, letting them steal the CV.
    Alternatives:
    • -Various different ways to handle the alert discussed in the thread.
     
  5. Aquillion

    Aquillion Member

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    Make every chassis except jeeps require research
    original thread: here

    Basically, make it so you only start with the ability to build jeeps, and all other chassies have to be researched, -- APCs, AVFs, and LTs.

    Pros:
    • -Allows for more variety in strategies.
    • -Makes jeeps more useful in the very early game.
    • -Slows down the initial game slightly, which can be good or bad.
    Cons:
    • -Slows down the initial game slightly.
    • -Weaker chassis types may never get researched at all.
    Alternatives:
    • -This could replace the need for APC spawn research.
     
  6. Aquillion

    Aquillion Member

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    Commander spawn requests.
    original thread: here

    Put a button on the comm's interface that they can hit to bring up a map; then, by clicking on a spawnpoint, they can request that their team spawns there.

    This results in everyone on the team getting a message along the lines of "The comm has requested that you spawn at the barracks in A1. To change your spawn to this point, press F3" (or whatever key.)

    Making it easy for people to switch to that point with one keypress without forcing them would, I think, be the best way to handle this -- there's been a few variations on this general idea before, but none quite like this.

    Pros:
    • -Makes it easier for the comm to direct their team, without forcing them around.
    • -Would help the comm direct very new players who don't know how to change their spawn.
    Cons:
    • -None mentioned.
    Alternatives:
    • -The comm could be able to request a specific class and / or number of infantry.
    • -The display could tell everyone how many people have accepted until that request is fulfilled (or the comm cancels it, or a certain amount of time has passed and it fades away.)
     
  7. Aquillion

    Aquillion Member

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    Replace squad points with a regenerating meter.
    original thread: here

    Basically, make it so squad powers are fueled by a squad-power meter instead of points. The meter recovers faster when there are more of your squadmates nearby and when you are earning points, but slowly increases in any case. It maxes out eventually, and pulses slowly when full to remind you to use it.

    Pros:
    • -Would encourage (and remind) people to use squad powers when the meter is full instead of saving up squad points forever (and often never using them.)
    • -Would encourage regular usage of squad powers, resulting in bonuses that would provide incentives to work in a squad.
    • -Since earning points isn't essential to filling the meter, squad powers become less of a "win more" advantage.
    Cons:
    • -Some people like the current system.
    Alternatives:
    • -Keep squad points but make them harder to earn.
     
  8. Empty

    Empty Member

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    Buff regen
    Thread

    Regen is a useless sack of shit for tanks infantry and squad leaders.
    Buff it to something useful, either regeneration that doesn't kick in until 5~ seconds after taking damage, and then it's fairly speedy, or something which is just much faster than the current speed, at the moment it takes several minutes to regeneratie completely, it should take 30 seconds tops, allow it to stack with squad leader regen and have them both have the same rate of regen.

    Tank regen armor is a different matter, it just needs to be buffed somehow, this is more a scripters balance job.

    Pros:
    • -Regen becomes a valid skill
    • -More variety, every skill should be as viable or nearly as viable as the next.
    Cons:
    • -Issues with digin+health upgrade+regen in combination.
    Alternatives:
    • -Faster regen period
    • -Regeneration doesn't kick in until 5 seconds after the last damage was taken, after this it is fairly fast.
     
    Last edited: Jan 31, 2010
  9. LordDz

    LordDz Capitan Rainbow Flowers

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    Other colour than blue or red for engineers with revive on minimap
    Thread!

    Change the colour for engineers with revive on the minimap to another colour, like yellow or green. The colour would only show up for the friendly team and would help to see if it's worth to stay dead next to the engineers around you or if you need to respawn.

    Pros:
    Saves tickets
    Easier to detect if a person can revive
    Very easy to add to the game?


    Cons:
    May seem useless to some
    May cause more rage for people (Not really a con)
     
    Last edited: Mar 28, 2010
  10. Sprayer2708

    Sprayer2708 Member

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    Deployable Weapons

    http://forums.empiresmod.com/showthread.php?t=12100

    Make Infantry Weapons deployable to reduce recoil and/or increase accuracy.
    At the same time, let MG ever have high recoil and low accuracy if undeployed (like seen in Day of Defeat Source with the MG)

    Pros:
    • Shooting from behind cover more effective
    • No more bothering about whether to shoot from behind cover or to kneel down aside
    • MG more effective (beter sight since no worm's-eye view)
    • No more "crouch-around-a-corner-and-mow-down-anything" MG-whoring

    Cons:
    • Turteling
    • MG more effective
    • No more MG-whoring

    Alternatives:
    • Make only MG deployable
    • Give an accuracy/recoil buff whilst behind an object of proper height
     

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