Why the hell isnt CV health scaled to playercount anyway?

Discussion in 'Feedback' started by SupRore, Aug 11, 2010.

  1. SupRore

    SupRore Banned

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    I mean obviously there are implementation issues here (does it scale everytime someone joins, or at predetermined increments? Does it scale instantly, even mid-combat?) but seriously why isn't there some kind of a check on how retardedly broken empires gets if you have too few players to mount a good assault on a comm or really burn up tickets?

    Musical chairs with bases is no fucking fun.
     
  2. Dubee

    Dubee Grapehead

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    Same reason tickets aren't. Player count changes a lot, specially with all the specs this game has. It will go up and down too much.
     
  3. SupRore

    SupRore Banned

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    whatever wrong thread posting in cool thread
     
  4. Trickster

    Trickster Retired Developer

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    Tickets should scale, but comm health shouldn't.
     
  5. SupRore

    SupRore Banned

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    I would agree, except 2.25's superturtlecv is bullshit if you have under 10 players attacking it.
     
  6. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    How would tickets scale if playercount is variable?
     
  7. Empty

    Empty Member

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    Player disconnects divide by old number of players multiply by new number.
     
  8. Dubee

    Dubee Grapehead

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    So CV health/tickets would drop when players rage spec? Or do they need to leave the server?

    Seems like a great idea, but could bring up more issues than its worth.
     
  9. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    The %age would be kept stagant, but there's a lot of issues when its actually put into practice. Not to mention you would usually get odd decimals.
     
  10. Trickster

    Trickster Retired Developer

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    No, I suggested this like 2 years ago somewhere.

    First 5 minutes has infinite tickets, then it sets tickets based off the amount of people at that point. After that, it just goes as it is now.
     
  11. Castrol GTX

    Castrol GTX Member

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    I think the thread is about the comm. But yeah it should scale with players, it should also not have armor bug. GIT TO WORK LAZY DEVS.
     
  12. PreDominance

    PreDominance Member

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    The armor bug is nonexistant on VIPER, meaning that the scripts are fucked on empires main.
     
  13. Trickster

    Trickster Retired Developer

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    Wrong.

    We did a full diff of the scripts, no differences.
    We did a stock install of it. Armour bug still present.
    We copied the entirety of VIPER to main and just booted it. Armour bug still present.

    The bug was in testing in 2.25. The bug is in testing on the BSID server and on the g4tc server. Both myself and a number of developers have said, on multiple occasions, that it isn't a script issue. Get that into your fucking head for the 10th time. Oh, and also, the bug did (a few months back) show up on VIPER every now and then. It hasn't for a while. In short, it has absolutely nothing to do with script inconsistencies.
     
  14. -=SIP=-

    -=SIP=- Member

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    Ok, then you have already done all the stuff I would suggest to do.

    Then it's up to the developers. It would be already very helpful if the current armor health and the damage taken from the last hit is shown somewhere (console or even better above the tank). This would also help testing a lot and maybe it's even a good feature for normal games.

    Btw. wasn't there already a thread to this topic so that we can stop hijacking this thread?
     
  15. Trickster

    Trickster Retired Developer

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    Brutos is already working on that stuff. We've been looking for some time, he's doing more utility stuff to find it as we speak.
     
  16. blizzerd

    blizzerd Member

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    the cv armor bug is proving to be a hard nut to crack, and by the looks of it ist has been in the game for a while now unnoticed, triggered by certain events from time to time

    hang in there guys, our boys are working on it
     

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