Search found 58 matches
- Sun Nov 15, 2015 10:30 pm UTC
- Forum: Feedback
- Topic: Feedback on gameplay changes
- Replies: 12
- Views: 34795
Re: Feedback on gameplay changes
So far, I'd like to postpone any momentum system changes. I'd go so far as to say if/when we want to start focusing on different upgrade systems we should do so with momentum disabled and everything always unlocked from the start. Reasoning: the game will always need to be balanced when everything ...
- Sun Nov 15, 2015 8:09 pm UTC
- Forum: Feedback
- Topic: Feedback on gameplay changes
- Replies: 12
- Views: 34795
Feedback on gameplay changes
I've finally found the time to read through the feedback ( 1 , 2 , 3 ) on my experimental gameplay changes, and to write up some responses, explanations, and my thoughts: x_noStamina This was not done to fix any particular problem but because I simply never enjoyed the stamina system in Tremulous/Un...
- Fri Oct 09, 2015 7:16 pm UTC
- Forum: Ideas & Suggestions
- Topic: An Experimental Fork
- Replies: 8
- Views: 14038
Re: An Experimental Fork
Added x_freeUpgrades 2. Free upgrades were surprisingly well-received, but it occurred to me that it would ultimately require every class/loadout to be basically equal in power (like a traditional class-based game, such as Team Fortress). I'm theorizing that we can retain the benefits of free upgra...
- Sun Sep 20, 2015 7:15 pm UTC
- Forum: Ideas & Suggestions
- Topic: Award for killing spawns
- Replies: 13
- Views: 25753
Re: Award for killing spawns
In my experimental mod (which we're playtesting right now) you only get rewarded for killing players and spawns when x_simpleMomentum and x_freeUpgrades are on (normally you'd get momentum for destroying any structure). If we decide we don't like x_freeUpgrades I think it would be worthwhile to try ...
- Sun Sep 20, 2015 6:40 pm UTC
- Forum: Ideas & Suggestions
- Topic: An Experimental Fork
- Replies: 8
- Views: 14038
Re: An Experimental Fork
We should be trying it as part of today's regularly scheduled development game at 20:00 UTC.
- Tue Sep 08, 2015 11:53 pm UTC
- Forum: Ideas & Suggestions
- Topic: An Experimental Fork
- Replies: 8
- Views: 14038
Re: An Experimental Fork
I coded these in the fastest, hackiest way possible just to be able to test them. Something like aliens always being able to evolve in their bases probably doesn't need much testing -- we either want it in the game or not (though we'd have to define what qualifies as a "base") -- and if we...
- Mon Sep 07, 2015 12:25 am UTC
- Forum: Ideas & Suggestions
- Topic: An Experimental Fork
- Replies: 8
- Views: 14038
An Experimental Fork
In the interest of talking less and playtesting more, and because it seems like a hard sell to get anyone else interested in the value of removing features, I went ahead and hacked together eight changes that I think might make the game more fun. These might sound alarmingly drastic, but the code ac...
- Thu Sep 03, 2015 7:45 pm UTC
- Forum: Ideas & Suggestions
- Topic: the current state of gameplay, and where it's going.
- Replies: 4
- Views: 5752
Re: the current state of gameplay, and where it's going.
I think you're misunderstanding: structures would still cost build points, you just wouldn't have to make a repeater or egg first.
- Wed Sep 02, 2015 12:46 am UTC
- Forum: Ideas & Suggestions
- Topic: the current state of gameplay, and where it's going.
- Replies: 4
- Views: 5752
Re: the current state of gameplay, and where it's going.
My opinions: Genre: I'd like Unvanquished to be a FPS that's fun enough to stand on its own, but made even better with the strategy and teamwork opportunities provided by RTS and character-advancement elements. Why not a true hybrid? Because I think the closer you move toward a true RTS the more tha...
- Tue Sep 01, 2015 12:30 am UTC
- Forum: Ideas & Suggestions
- Topic: Design for an unfinished Tremulous mod
- Replies: 6
- Views: 7106
Re: Design for an unfinished Tremulous mod
In case Unvanquished wants to poach anything I made in this, I uploaded what I have to github: https://github.com/norfenstein/umbra I couldn't get Tremulous running to retest it, but it compiles, and I know I left it in a state where a lot of fun things were operable (to the point where I'd get dist...