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Posted

Summoner:

 

The Summoner is a very good idea, but players should be able to choose NOT to be summoned. Simply implement a command such as ?summon=off/on (on by default, as it is now), so people can opt out of being forcefully pulled to a lanc.

 

Why? Because this is prone to abuse. A saboteur on your team (can't do much about them on pub freqs) can simply pull everyone out of a base and let enemies come in. Another "fun" thing is summoning high-bty people as one is about to rocket into the base 8 Vortex, thus killing the person summoned in a fraction of a second. And while purposefully this probably would count is griefing, enforcing it and pusnishing the consequences is very difficult. Just having this command would remove the danger. Yes, I know, you can say "if you are afraid of teammates, get on a priv freq", but I'm being realistic and realize that often that is not possible or beneficial. By going pub, I can accept the danger of a teammate that's AFK, or leeching for jackpot, or such things, but NOT expecting someone who can single-handedly destroy a whole team.

 

 

HT Portals:

 

They can be abused, and I seen people do it. As you know, the portals have two stages -- red and blue, red is outgoing and blue is incoming, and whenever the HT-side of the portal is red, the base-side of it is blue, and vice versa, so if both sides have people who want to go in, one side has to wait until the other is done. Well, right now, for some reason, it seems that the base-side ALWAYS has precedence (i.e. as long as someone in the base keeps sitting on the portal, thus requesting to go out, the HT-side will always display an unusable blue portal). I've seen several times when a team purposefully run back and forth in and out of the base-side portal trigger zone, so HS thinks that at all times someone wants to get out, while they never do. As a result, an attacking team simply can't go in, ever, except if someone has a TW p!@#$%^&*/token, and even then its a serious slowdown for a team already sitting at the portal and suddenly realizing the enemy is blocking it on purpose.

 

Solution? Just make it take turns. If, at one case, both sides get requests and one is fullfilled, then the next time there is a conflict the precedence goes to the other side, then the other again, and so on. Rather than always having it on one side.

 

 

Yea, go ahead, call me a whiner and a crybaby. None of these are critical, but it would be nice if they could be fixed. And yes, I'm also aware of the related token p!@#$%^&* bug, where people with flags abuse the p!@#$%^&* to go back and forth. That too, can be solved by simply limiting the number of hops through the TW to, say, 3 per minute. That's more than enough for regular travel, but cannot be as easily abused.

Posted

1) If you have a reliable team summoner wouldn't be a problem, and people will know how to use it without pissing ithers off... i think summoner is fine the way it is

 

2)I think the only solution to gate locking, and gate in/out issues is to to able to make it so some1 can come in as some1 goes out.... but then flag runners would use this to run win... so on second thought ht gates are also fine the way it is...

 

so i dont know... lets see what others have to say

Posted
1) If you have a reliable team summoner wouldn't be a problem, and people will know how to use it without pissing ithers off... i think summoner is fine the way it is

 

2)I think the only solution to gate locking, and gate in/out issues is to to able to make it so some1 can come in as some1 goes out.... but then flag runners would use this to run win... so on second thought ht gates are also fine the way it is...

 

so i dont know... lets see what others have to say

 

3vil, you're not understanding. read what 2d wrote smile.gif

1) is about public freq. it is about some people who wanna har!@#$%^&* newbs with summoner lanc by abusing summoner.

2) 2D did not suggest to open both ways at the same time. And, flag runners are already using gate to run win!! smile.gif

 

My opinion:

 

1) Since members of public freq can quit anytime, they leave a free spot for abusers. because of this, simple on/off is not enough.

 

So I suggest this: ?summon=3vil to make player able to be summoned only by 3vil, ?summon= to turn off.

 

Public freq exist for a reason and has a role to serve newbs since they are weak in power and social link to group themselves.

 

2) Once you gave gate opening priority to in-sector player, give it to in-tunnel player next time.

 

Maybe this can be done by making small delay between gate openings.

Posted

I think summoner is fine for the most part. Although, if anything, I think it should take up a utility slot, and cost a lot lot more money. Being able to attach to your anchor with no energy cost gives you a very significant advantage over a team who cannot.

 

The griefing thing is a possible scenario, but currently, I've never seen it happen. If a player on a public freq does not like a lanc who keeps summoning his teammates, then he has the option to switch to another public freq (or a private one). If the summoner keeps har!@#$%^&*ing them, then staff can take action, as it will qualify under "lame" stuff.

 

I don't think the HT portals are really a problem. One problem that does exist, however, is run-winning in the TW hub. It's a blatant exploit of the TW hub, and it's almost impossible to catch a run winner. That $1 million invested in the TW p!@#$%^&* is intended as a money sink, not as a means to make flagging both boring and unplayable for people who don't also have a TW pass I think the TW hub should automatically be disabled for players who currently control all the flags (as in the music's playing and their frequency owns all the flags). Another solution (if possible) is to pause the timer whenever a player is inside either the TW hub or the hypertunnels.

 

And 2D, no one should be calling you a whiner. Complaints are always welcome as they improve the zone, and are a positive influence regardless how insignificant. I personally welcome all complaints and suggestions, even if I don't agree with them. As for whining, I would consider it to be more like "ZOMG WEASEL IS BORKED NOOB MODS!!1!1!one!1shift+one", pouting about a problem without adding any helpful imput. :o

Posted
from my experience, its not very hard to get around gatelocking, if u sit in the HT, theres a delay before it initiates. its always the person who enters first from the side and not already sitting in the middle that gets the gate going into whatever side
Posted

I wanna say my experience. I was playing in 6-men public freq. We had flags and was defending base 5. We defeatted quite a few base attacking freqs. And then, suddenly all of us got summoned into center by an abuser. Our enemy took our flags without a fight.

 

Staff? there was none. LOL Please be realistic smile.gif

It is not very difficult to see a hacker in game. Yesterday I saw a player using energy hack even a staff was in game.

Mods are doing their work, but they are not gods. They can't see everything, they don't stay in game everytime.

 

Let's say I got a mod. What they can do for us? All they can do is just making punishment. They won't bring flags back to us.

Of course mods may prevent future abusing by that abuser's SINGLE NAME, AFTER the abuser already done what he want.

But, suggested method will prevent ALL abusers BEFORE they do anything. Which one works better? smile.gif

 

 

Oh and Yes,

HT portals are not a problem if you have tw pass or tw token with lots of money, or secret technic swift mentioned.

Abusing summoner is not a problem if you have good and well-known friends to make your priv freq.

 

Buy do u know? This is true only for some people like you.

You are just saying 'It is not a problem, because it is not a problem for me.'

Posted
Personally, I give the flags back to the freq they were stolen from by warping the thief back into the base from which it was stolen. I did this a few times when we were on SSI with the spec glitch blum.gif . But I do agree that ideally, we should automate things as to not need mods to have to watch over them. I still consider the summoner thing to be rather low on the list of priorities though, but the suggestion does have merit.
Posted

Jump gates do that by design. They're meant to be blockable.

 

Summoner is possible to modify, but I think the problem runs more deeply than just having people summon you out of the FR. The fact that they're on your team as part of the other team is the real problem.

Posted
The fact that they're on your team as part of the other team is the real problem.

That is true weakness of public freqs. Without summoner they can still give flags away.

however any zone may have that problem. for example teamkilling on purpose, etc.

 

since hs has many small freqs, 'kick/ban/unban from freq' can be a solution.

by power of freq owner, or by vote of freq members.

 

p.s.

I agree to muskrat's idea.

btw I don't understand why gates are meant to be blockable.

for sf theories? or to give tw-things more value to have?

Posted

11_ i don't even know what you're saying.

 

sf theory?

 

I kind of like that they can be blocked, but the reason I suggest the counting thing is so we can retain some of the ability to block until the attacking team musters their whole force, and thing will be a bit more 'fair'.

Posted

I'm asking about doc's lockable-gate paradigm, not about your idea smile.gif

 

and I agreed to your idea because it allows:

flagger hunters > single flagger trying to runwin by gate locking

and a public freq > a private freq, by +1 number of person

and 2+ smaller freqs > 1 bigger freq.

Posted
11_ i don't even know what you're saying.

 

sf theory?

 

I kind of like that they can be blocked, but the reason I suggest the counting thing is so we can retain some of the ability to block until the attacking team musters their whole force, and thing will be a bit more 'fair'.

I don't see any need to change it. I'd want it to default to the last direction, but it seems to do that for the most part anyway.

Posted

Hmm im not sure if this can be done....but i ill suggest it anyways. If you played CS (the game, not the zone) you can have your team to vote to kick a member off your team. If we can do this, u can have ppl in a pubfreq do ?votekick and if the amount of votes reaches 4/5 then that player gets specced for like 30secs. This doesnt really solve the summoning thing completely but u can make them get out of the freq for a few seconds so other ppl can jump into ur pubfreq. This can also be done to get rid of useless team mates (in pub freq) since u may have 5 ppl basing but 1 dude is out centering.

 

For the gate locking thing....maybe u can make a 1 time use item that forces the gate to open ur way the next time it can be opened.

Posted

sui that will defeat the purpose of have a private team... if u could kick some1 off a public freq why bother making a team

 

just use =##(69) and have all your friends on ... and if some1 u dont want on freq come on... and team vote him out to get another player... then you can do this to make a team because you could have 6 ppl instead of 5 for a team

 

so i disagree with suicide's idea blum.gif public freqs are public for a reason blum.gif (reason= you dont care who joins, if u did care then a private team could fix that)

Posted

The difference is: Private freqs are password protected, Public freq don't have such thing so anyone can join.

 

Members of most public freqs don't really know and/or believe eachother.

So voting does not make it easy to kick someone by single person's will unless target player tried to do something bad to freq.

 

If you wanna use a public freq like a private freq, that is already possible if you got 5 known friends and yourself. smile.gif

 

 

p.s. for my question, i knew dr.brain won't give me any reason. blum.gif

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