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Re: Suggestions/Ideas/Thoughts

Posted: Tue Aug 27, 2019 12:57 pm
by SC]-[WARTZ_{HoF}
A couple things I was needing done for GunGameUT.

1) Is the need to keep a person entertained while waiting for more clients to join the match. So what this would en-tale is the ability to level up on bots till a client connected to the server and once that happens you can no longer level up on a bot soon as that minimum client count is reached.

2) Is too retain weapon level/stats on client reconnect if for some reason the client gets disconnected.


P.S. I know there is more things needed but these two come to mind mostly.

Re: Suggestions/Ideas/Thoughts

Posted: Tue Aug 27, 2019 3:35 pm
by Kelly
The bot thing is a good idea. I'll add a switch to allow:
1) Bot kills count as normal kills always
2) Bot kills only count if there is one person on the server
3) Bot kills are never counted

The client save part is something paper and I discussed but I'm fairly concerned about. Score save mutators are fairly easy to abuse if you are so inclined and to me there should be a compelling reason to use them. Is this really an issue that needs to be worked on? I'm thinking of the games I've played on Evil's server and players getting force disconnected wasn't a problem. The only times players went AFK/left the game was by choice.

I'm not saying I'm against the idea but score save muts cause join lag and allow opportunities to influence someone you chose to mess with. Without a unique identifier there's no way to prove you are you when you join. Most score save muts use player name and I could swap mine for yours and create real issues easily. There's much more sinister ways of influence too but that's another set of postings. I'd need to tie a score save mut to Nexgen or ACE for it to work without a lot of worry. Besides won't the games end up being pretty fast? In testing I played 3 kills and 9 weapons and no games went longer than maybe 10 minutes. Once you remove the need to go looking for weapons and pickups the game speeds up quite a lot.

Re: Suggestions/Ideas/Thoughts

Posted: Tue Aug 27, 2019 5:42 pm
by papercoffee
SC]-[WARTZ_{HoF} wrote: Tue Aug 27, 2019 12:57 pm A couple things I was needing done for GunGameUT.

1) Is the need to keep a person entertained while waiting for more clients to join the match. So what this would en-tale is the ability to level up on bots till a client connected to the server and once that happens you can no longer level up on a bot soon as that minimum client count is reached.

2) Is too retain weapon level/stats on client reconnect if for some reason the client gets disconnected.


P.S. I know there is more things needed but these two come to mind mostly.
1) Let them play with bots ...but when a real player joins reset the match. Quake3 and Quake-Live do this and it doesn't disappoint.

2) in the old GunGame if you disconnected you got reset to level 1

Keep in mind UT doesn't have that many weapons... keeping all the stats will just drag the game and as Kelly said you can cheat this.

Re: Suggestions/Ideas/Thoughts

Posted: Tue Aug 27, 2019 6:21 pm
by Kelly
What about career statistics being saved? Do we want a built-in leaderboard like MH2 had?

Re: Suggestions/Ideas/Thoughts

Posted: Tue Aug 27, 2019 8:17 pm
by papercoffee
Would be a nice to have ...but not really a priority on my side.

Re: Suggestions/Ideas/Thoughts

Posted: Tue Aug 27, 2019 11:47 pm
by SC]-[WARTZ_{HoF}
Kelly wrote: Tue Aug 27, 2019 6:21 pm What about career statistics being saved? Do we want a built-in leaderboard like MH2 had?

The stats should be "Wins" , "Games" played and "KIll/Death" ratio ideally.

P.S. Scratch the stats recovery. I see your point Kelly. Good call.

Re: Suggestions/Ideas/Thoughts

Posted: Wed Aug 28, 2019 6:28 pm
by papercoffee
Kelly wrote: Tue Aug 27, 2019 3:35 pmBesides won't the games end up being pretty fast? In testing I played 3 kills and 9 weapons and no games went longer than maybe 10 minutes. Once you remove the need to go looking for weapons and pickups the game speeds up quite a lot.
I missed this.
Well, yes ... in CS1.6 were 16 player but because of the team play aspect ...was it more like a TDM ...but without real team play.
You just had half of the player standing in your way and aimed for the same victim.

Maybe the UT version should be a little bit throttled?
4 Kills?
lower damage output?

Re: Suggestions/Ideas/Thoughts

Posted: Fri Aug 30, 2019 1:16 pm
by Kelly
I've been watching some gameplay videos from counterstrike servers and those games all went pretty fast too. The thing that keeps them a bit longer is that they have many more gun levels than 8 or 9. I have some concerns about the speed of the weapon swapping too but that's a surmountable problem.

Update:
Talked with Heston about the game and added some integral parts to the first post. I would have liked to talk more since I still had questions but my voice was not up to the task (sorry guys). I hate making people have to endure that, I know it's hard to understand.

Anyway I've started sketching out the gameflow and I'll begin primary coding this weekend. Keep those ideas coming. BTW, we talked about the idea of a rewards system that's used in many GG servers on other engines. Is that something people are interested in or do you guys want this as a sort of stripped down gametype-only mod?

Re: Suggestions/Ideas/Thoughts

Posted: Fri Aug 30, 2019 1:22 pm
by papercoffee
Reward system?

Re: Suggestions/Ideas/Thoughts

Posted: Fri Aug 30, 2019 3:45 pm
by SC]-[WARTZ_{HoF}
papercoffee wrote: Fri Aug 30, 2019 1:22 pm Reward system?

Multilevel-bonus for getting 3 levels in a row without getting killed. Usually in-tales speed boost and lower gravity on client for 15 seconds.