How should the new FFA be?

Forum Archive - from http://theuniversal.net
User avatar
zaroba
World Owner
World Owner
Posts: 7257
Joined: Fri Oct 10, 2003 11:06 pm
Location: Hereford, PA
Contact:

How should the new FFA be?

Post by zaroba »

pick how it should be.

1. weps via default inventory? or weps made in facs for free?
2. vehicles use specific weps? vehicles can use any weps by choosing them from your inventory?
3. all flat landscape? hilly landscape? mix?
4. free vehicles? vehicles made in facs for free and lost when blwon up?
5. planes and cars? boats also? cars only?
User avatar
Tom
World Owner
World Owner
Posts: 623
Joined: Sat Oct 04, 2003 7:20 pm
Location: Down the battle cruiser

Post by Tom »

1. made in facs

2.specific weapons that u buy from the facs (like 03 stylee :) )

3.mainly flat, with a lil bumpy terrain but not hilly. maybe you could also make a seperate island with a battle field look to it? would be quite cool, also, you should get fooli or someone to make a few 'destroyed vehicle' models and then place them randomly about, createing a war feel to the area, showing that there is fighting and people die :)

4. hmmm, ideally i'd say save like about 14 cars free, and the others u have to buy from facs, these vehicles would be planes and boats, which could be used for differant types of fighting. but thats not possible... maybe mit could make a setting for this? hmm interesting idea :)

5. all

also, make it so we can build towns and mansions and our own shops :) that used to be fun, cause we could create lovely town patterns ect
User avatar
Mit
Staff
Staff
Posts: 3551
Joined: Sun Sep 21, 2003 10:14 pm
Location: Unknown

Post by Mit »

not sure what setting u want there exactly?
Certainly possible to have boats and planes purchaseable separately, and they could have different weapon types or whateva than the free vehicles.
User avatar
Tom
World Owner
World Owner
Posts: 623
Joined: Sat Oct 04, 2003 7:20 pm
Location: Down the battle cruiser

Post by Tom »

well, i mean, currently you can have vehicle set as OPEN yeh? where u can just type *vehicle #
but what im suggestion is that u can make only a certain amount of vehicle open, like 1-10 or something yeh? so then he could make it that if you want a boat, or a plane u have to buy that.

just an idea... hmm :?
Scud25
Posts: 21
Joined: Fri Dec 05, 2003 7:27 am

hmpf

Post by Scud25 »

weps by default inventory, as in make 15 each day for free. WHEN YOU DIE, CAR DOESNT GO AWAY. other than those choices all of them.
tater259
Posts: 32
Joined: Sat Feb 28, 2004 7:10 am

Post by tater259 »

My opinion :lol:

1. Have vehicle's made in a factory and sold VIA out of the factory.

2. Shoot weapons from specific vehicles (I.E: Vehicle 1-3 shoot nades, 4-6 shoot SSM, 7-10 fire long range weapons, etc etc. Make planes able to shoot AAM and Air to Surface bombs.)

3rd. Make buildings destroyable by weapons.

4th. Give everyone 5000s and 100 nades and a vehicle 1 ( tractor) and go from there.

5th. Make it where you have hunger and thirst. And drinks and food sold in a retail shop.

6th. Have weapons made in a factory and sold in a retail weapon shop.

7th. Make weapons and vehicles fairly cheap to make, nothing real expensive and require sheckles instead of vehicle parts to make the vehicles.

8th Make blaze a god :P

Zaroba I got ton of more ideas those are basic ones I think what would make a damn good FFA Island. If you need me to test on island let me know if I can help. CYA
User avatar
Spider
Posts: 192
Joined: Fri Oct 03, 2003 8:44 pm

Post by Spider »

The FF stands for "free fighting", right?
so...

1) All weapons made for free in cheap buildings. If in inventory, you can bet they will be used up quickly and refills by owners and gods will be a bit slow

2) Weapons could be selected from inventory, although maybe they should use specific weapons to make vehicles balanced (like that ever works out)

3) Flat landscape, but with the flat level land at sea levelish, so that nobody has a long climb back up if they fall off

4)All vehicles available by typing *vehicle #

5) All, but no jetpacks (ever tried to hit a target on a jetpack? Its impossible, if the player can be bothered)

The problem with the approach with weapons which are made is that they require buildings. One route is to have only one central town, where players can restock their weapons, fuel etc. Another approach is not only to have government buildings, but also allow people to build their own town, ornaments, home, buildings etc. The problem with this is that the map isn't so big anymore, so to prevent people swamping the place with towns, the town should be expensive.

I like the second idea, as I like being able to change the landscape. Who can forget the patterns of tiles in FFa in 03, or the towns with walls, or even those tiles which formed messages, arrows and pictures. Oh, and I think 3) is important... No one likes having to meet an ugly sea shore...
User avatar
Mit
Staff
Staff
Posts: 3551
Joined: Sun Sep 21, 2003 10:14 pm
Location: Unknown

Post by Mit »

The problem with this is that the map isn't so big anymore
The size of the island is variable in 0.1 servers.

Variable build spacing also means ya could theoretically have up to 65,000 buildings on an island, which is more than any previous version. (even the 0.009 servers, which had a 512x512 tile map, had a 16,384 theoretical limit)
(Of course, any version would probably crash at about 4,000 methinks :] )
Make it where you have hunger and thirst. And drinks and food sold in a retail shop
Id quite like to see a place that uses hunger and thirst at a low level and only when online (so ya havent got the pressure to return regularly to the island). Would perhaps go towards balancin the thing where players who stay online most automatically get an advantage.

re : tom's bit.. ah i see.. well for now ya could do somethin like that by giving out certain vehicles in the default inv.. but i'll look into making some options for it on the vehicle settings too. Is no biggee.
User avatar
Spider
Posts: 192
Joined: Fri Oct 03, 2003 8:44 pm

Post by Spider »

Mit wrote: Id quite like to see a place that uses hunger and thirst at a low level and only when online (so ya havent got the pressure to return regularly to the island).
Happens in Hedge's place :)
Mit wrote:Would perhaps go towards balancin the thing where players who stay online most automatically get an advantage.
nah, they get to lose a bit of fuel and thirst and health anyway...and being online lots often really doesn't help unless you are trying to meet and talk to someone...
User avatar
Mattizme
Posts: 615
Joined: Sat Oct 04, 2003 6:23 pm
Location: At work/school/home
Contact:

Post by Mattizme »

plus it's pretty damn boring if you go to check your stocks of grain every 5 minutes. That, or you're paranoid.
User avatar
zaroba
World Owner
World Owner
Posts: 7257
Joined: Fri Oct 10, 2003 11:06 pm
Location: Hereford, PA
Contact:

Post by zaroba »

map size isen't a problem. zoric and ffa use a tile size thats 4x the size of default tiles, thus the maps are the same size as the 03 islands.
this allows two things. first being that thier is no building spacing to worry about, as 1 building per tile with the tiles 4x regular size makes them perfectly spaced. 2nd is a nice large map.

something i forgot to add in the thingy above:
buildings allowed to be built anywhere? or in towns only?

was thinking of making it so they could be built anywhere.
User avatar
Mit
Staff
Staff
Posts: 3551
Joined: Sun Sep 21, 2003 10:14 pm
Location: Unknown

Post by Mit »

u intending to use birth towns for anythin? Any team stuff at all?
User avatar
Fooli
Staff
Staff
Posts: 1957
Joined: Sun Oct 05, 2003 2:38 pm
Location: Mars

Post by Fooli »

i guess building spacing is a subjective thing. Even with 4x tile size they're still way too close for my liking. 16x might be more like it.
f
User avatar
Tom
World Owner
World Owner
Posts: 623
Joined: Sat Oct 04, 2003 7:20 pm
Location: Down the battle cruiser

Post by Tom »

u intending to use birth towns for anythin? Any team stuff at all?
could be an option, but from what i hear theres enough worlds in the making that are going to use team... we dont want to kill the novelty.
The FF stands for "free fighting", right?
wrong, it stand for 'Free For All'
no jetpacks (ever tried to hit a target on a jetpack? Its impossible, if the player can be bothered)
completely agree, dont like fighting lil men jumping around like astronouts on steroids
2. Shoot weapons from specific vehicles (I.E: Vehicle 1-3 shoot nades, 4-6 shoot SSM, 7-10 fire long range weapons, etc etc. Make planes able to shoot AAM and Air to Surface bombs.)
yep, i like that
3rd. Make buildings destroyable by weapons.
nope dont like that, posibly make building decay like 10 years
4th. Give everyone 5000s and 100 nades and a vehicle 1 ( tractor) and go from there.
way to much
1. Have vehicle's made in a factory and sold VIA out of the factory.
5th. Make it where you have hunger and thirst. And drinks and food sold in a retail shop.
6th. Have weapons made in a factory and sold in a retail weapon shop.
8th Make blaze a god
completely disagree with all these points! your turning it into econ! it should be leisurely fighting where weapons are just something u buy for 1d and be done with it! dont get all this crap econ which just takes time and slows down fighting

especially disagree with the last point... what were you thinking... i think u ment 'make tom a sysop' yes.. thats it im sure it was that! no problem for correcting you there blaze :)
7th. Make weapons and vehicles fairly cheap to make, nothing real expensive and require sheckles instead of vehicle parts to make the vehicles.
thats what i was thinking.
I like being able to change the landscape. Who can forget the patterns of tiles in FFa in 03,
yeh, that was fun making towns look cool, something to do when the fighting was dead and nobody was around to stop you from making a crop circle... yes that right it was me all along... honestly, who actually thought it was aliens?
re : tom's bit.. ah i see.. well for now ya could do somethin like that by giving out certain vehicles in the default inv.. but i'll look into making some options for it on the vehicle settings too. Is no biggee.
cool, thats all good, but its up to zar really :P
buildings allowed to be built anywhere? or in towns only?
only towns, we dont want buildings poping up in the middle of nowhere.. how can u then say 'come to my shop, its in erm... open country... yeh erm, theres a sheep next to it :? and i can make cool towns :)

zar, you should also make repair a default skill, and make sure mit fixes that (flog mit)
also put building skills in the school, and let us make mansions and weapons shops which will make like 500 weapons for 1d, which we can open up and sell to make a lil profit or just to provide on site stock up points. also allow schools and gas stations, and erm, make it so they cost about 100 kills so like 100s, and make sure we start with just 50s then we can get rich and make our towns. DONT! use building materials, thats just cluttering up the island with econ crap, and erm yeh.

make the town centre a place where u can get fuel and weapons and learn skills, and make sure u put down the tile that you CANT be shot at on, because millions of people used to moan at that in 03... erm... what else.

sounds good, i'll add to this if i see any other things i could suggest for improvements
User avatar
hedgehog
Staff
Staff
Posts: 1057
Joined: Tue Sep 30, 2003 2:57 am
Location: ann arbor, michigan
Contact:

Post by hedgehog »

Id quite like to see a place that uses hunger and thirst at a low level and only when online (so ya havent got the pressure to return regularly to the island). Would perhaps go towards balancin the thing where players who stay online most automatically get an advantage.
reine-2 did that, no hunger/thirst offline or in a house (though there was a really tight restriction on buildings, so nearly everyone gave up their house early on)...thirst was rampant tho...i've gotta get around to askin you or zar a few questions about that :)

i dare say it was effective tho...that and the competition saw a lot of people moving about quite often, even when on for long periods of time.
User avatar
Tom
World Owner
World Owner
Posts: 623
Joined: Sat Oct 04, 2003 7:20 pm
Location: Down the battle cruiser

Post by Tom »

yeh, thirst was high, but as the big industries came in and we made lots of money it was only pittence
User avatar
zaroba
World Owner
World Owner
Posts: 7257
Joined: Fri Oct 10, 2003 11:06 pm
Location: Hereford, PA
Contact:

Post by zaroba »

hedgehog wrote:
Id quite like to see a place that uses hunger and thirst at a low level and only when online (so ya havent got the pressure to return regularly to the island). Would perhaps go towards balancin the thing where players who stay online most automatically get an advantage.
reine-2 did that, no hunger/thirst offline or in a house (though there was a really tight restriction on buildings, so nearly everyone gave up their house early on)...thirst was rampant tho...i've gotta get around to askin you or zar a few questions about that :)

i dare say it was effective tho...that and the competition saw a lot of people moving about quite often, even when on for long periods of time.

i've always just used the F12 method :P
set them to something then hit F12 to see how long you'd live if logged out of your house.
i've always tried to make it so you could only live 2 hours outside of your house on zoric
User avatar
hedgehog
Staff
Staff
Posts: 1057
Joined: Tue Sep 30, 2003 2:57 am
Location: ann arbor, michigan
Contact:

Post by hedgehog »

yeh i tried setting the offline stuff high and then just moving those values over to online, but that doesn't always seem to work. that and i had really weird instances where lowering a health decay or needs value actually made the need increase mysteriously.

most of the values seem fairly straightforward in terms of what their function is, perhaps a manual addition of some common values might be appropriate.

that and the other bummer being health decay from high needs always happens all at once at midnight instead of gradually throughout the day, so it makes it tricky to set something they can't abuse, but doesn't just kill them completely at midnight if they snacked a few mins late.

anyway the health decay from needs bit always seemed to work okay on zoric. i'll have to bug ya to take a peek :)
User avatar
zaroba
World Owner
World Owner
Posts: 7257
Joined: Fri Oct 10, 2003 11:06 pm
Location: Hereford, PA
Contact:

Post by zaroba »

i'll snap some pics and e-mail em to you if you want.
User avatar
Tom
World Owner
World Owner
Posts: 623
Joined: Sat Oct 04, 2003 7:20 pm
Location: Down the battle cruiser

Post by Tom »

personnally from my experiences on eville I and II i didnt like setting up health, and i have to say it needs to be re-done because currently it seems very hard to get everything right, and the whole 'health' things the worst bit
Locked