OrangeeoZ Posted November 2, 2008 Report Posted November 2, 2008 (edited) To increase basing and decrease center, I recommend flaggers to be slowed down when they're carrying flags.This forces them to attach to their lanc to drop or be killed by other ships more easily. It'll also create a longer flagging game instead of 10 minute ones. Many people has asked me "What happens if I want to center and accidentally kill a flagger? I don't want to be slowed down" Answer: There will be a ?drop command, which can be activated only in center, which neuts the flag. Edited November 2, 2008 by OrangeeoZ Quote
Corey Posted November 2, 2008 Report Posted November 2, 2008 (edited) Definatly not, the whole idea of "Nuet" is to get you out of the ship your in, and let go of the flags, not stay in the ship and keep your bounty, and i dont think this will be put in because I know Brain doesnt want to encourage bountying. This would also increase the chances of flag trading. Edited November 2, 2008 by Corey Quote
vetta64 Posted November 2, 2008 Report Posted November 2, 2008 This idea has some merit, but not the right roda to take. Quote
Acer Posted November 3, 2008 Report Posted November 3, 2008 I think they should put it back to what it was last reset........... Quote
Kilo Posted November 3, 2008 Report Posted November 3, 2008 I think they should put it back to what it was last reset...........Ahaha, Acer. You made my day, no takebacks. Anyway, explain how slowing down flaggers will increase flagging and reduce centering?Not like centering is a bad thing, by the way. Quote
OrangeeoZ Posted November 3, 2008 Author Report Posted November 3, 2008 (edited) I think they should put it back to what it was last reset...........Ahaha, Acer. You made my day, no takebacks. Anyway, explain how slowing down flaggers will increase flagging and reduce centering?Not like centering is a bad thing, by the way. well.. well.. welllllll ummmm.. after thinking about it. .. well.................. Edited November 3, 2008 by OrangeeoZ Quote
Evil Doom Posted November 3, 2008 Report Posted November 3, 2008 I think the point of this new flagging system was to have short flag games... to avoid milking. Quote
omni Posted November 5, 2008 Report Posted November 5, 2008 It was to have continuous flag games, both long and short. Without jackpot, you can flag forever. Quote
aquarius Posted December 23, 2008 Report Posted December 23, 2008 FLAGGING FOREVER IS FUN i hate when people want to win i usually stay on offense. when we get flags i switch teams Quote
CDB-Man Posted April 4, 2009 Report Posted April 4, 2009 Flagging forever, holding Ctrl on spider or TAB on tac-levi while the enemy fruitlessly rushes. I love it. With the original jackpot system, noone would ragequit, since it would have not cause a lower win award. Quote
Requiem. Posted April 9, 2009 Report Posted April 9, 2009 I miss the old jp system. I believe that the current system is ineffective and is not worth the basing. With old sys, (i.e. bomb lines, bnty in bases etc) it was more played by players and the like. I believe if the old systems are brought back but perhaps dampened (as the old blines were a tad overpowered) flagging would be a longer, more enjoyable process. The old jp system was brilliant, it ENCOURAGED flying around killing each other in center, basing, balling, and anything else to increase the jackpot. Also, not to mention NOONE would ragequit if they had an oppertunity for a 50k + jp. I can already hear kilo's reply.Kilo> Well, you get the same amount with the new system since it gets split up with the old system evenly among team members. That is correct, however the old system allowed the other team (i.e the losing team) to ragequit all they wanted to, and the prize wouldn't be affected. now, EVERY flag game that is won is always a dissapointment when the enemy team starts telling everyone "oh lets rage they'll lose cash" and half the team specs. Now arnk, im not 'dissing' the new system, I just want to use the above point to say that it needs refinement or change. Quote
Dr Brain Posted April 9, 2009 Report Posted April 9, 2009 We moved away from the old system because it had problems. Yes, the new system has problems too, but that doesn't mean the old system has any less problems than it did before. The reason we moved away from the old system was simple: I didn't want long games. I wanted players to be able to play for 30 minutes at a time, and be able to see the conclusion of a flag game during that time. I haven't fixed the "ragequit" because I haven't had *any* time. I also haven't had any time to coordinate with Arnk or D1, so I don't know if they've given any thought to it. Fixing it isn't a simple proposition, either, since there are many ways that a quick fix could be exploited, either by quick cash (obviously bad) or by making the rewards greater for milking the flag victory (avoiding milking was the whole point of removing the jackpot). Quote
Kilo Posted April 10, 2009 Report Posted April 10, 2009 Saying there are problems is easy, finding good solutions is hard, and implementing those solutions is harder. Quote
vetta64 Posted April 11, 2009 Report Posted April 11, 2009 Why do you want to avoid milking if that is what pretty much everyone wants? Quote
Dr Brain Posted April 11, 2009 Report Posted April 11, 2009 Just because the current population has been bred to like a certain type of gameplay doesn't mean we can't change the style and breed the population for something else. Quote
Syrith Posted April 12, 2009 Report Posted April 12, 2009 Give jackpot rewards based on the time someone has spent on their frequency and the average number of players in each team during that time period? (stops freq hoppers too) Quote
Sass Posted April 12, 2009 Report Posted April 12, 2009 Just because the current population has been bred to like a certain type of gameplay doesn't mean we can't change the style and breed the population for something else. Ahahaha! Brainchild, you're such a control freak. If you guys only knew how much brain doesn't give a damn about you - you'd all leave. Quote
Dr Brain Posted April 12, 2009 Report Posted April 12, 2009 When have I ever given the players the illusion that I care about the general population? I care about the zone, and if they like the gameplay then they're welcome to stay... That's always the way I've felt. Quote
Requiem. Posted April 12, 2009 Report Posted April 12, 2009 Saying there are problems is easy, finding good solutions is hard, and implementing those solutions is harder.I understand this kilo, I'm not asking for miracles, I know how busy you guys are, and how hard it is to keep fixing all these little things. Again, I'm just expressing my opinion. Excuse me for the presentation it is coming out as, but you can't exactly be polite. Quote
Dr Brain Posted April 12, 2009 Report Posted April 12, 2009 We don't have any issue with you posting your opinion. Arnk is just blunt (if you read carefully he didn't say anything against you, instead just stated a fact that solutions are hard). Quote
Deathmonger Posted April 13, 2009 Report Posted April 13, 2009 Re: ragequitting I actually think ragequitting has had the effect of balancing freqs when they get too stacked, even without any sort of programmatic autobalancing. When one team feels hopeless, they boycott the game until people switch. Before, there was nothing the weaker freq could do; now they can push the nuclear ragequit button until social justice is achieved. I think the abuse could be solved by simply locking in the jp awards at last flag drop or x minutes before last flag drop. Quote
Requiem. Posted April 15, 2009 Report Posted April 15, 2009 We don't have any issue with you posting your opinion. Arnk is just blunt (if you read carefully he didn't say anything against you, instead just stated a fact that solutions are hard).Thanks Doc. Okay, I was actually beginning to think you guys were against oyur opinions. Anywho, I actually think ragequiting is beneficial in the long run of things, as the "better" players hop over, however the process takes time unless its a 14 v 14 + game, if not, the flag game dies as the other team just sits and says "we're centering" A problem I've noticed is that less and less people want to lanc to lanc. I've seen multiple people using lancs as rushers but they dont have summon, dont lanc to backlanc etc etc. Doc, Can the leech money radius be increased for lancasters with summon? Quote
CDB-Man Posted April 18, 2009 Report Posted April 18, 2009 (edited) A problem I've noticed is that less and less people want to lanc to lanc. I've seen multiple people using lancs as rushers but they dont have summon, dont lanc to backlanc etc etc. Doc, Can the leech money radius be increased for lancasters with summon? I definitely agree with this idea. Personally, i know several players who have summon but do not backlanc. However, most of these players, myself included, would definitely backlanc if there was a greater monetary incentive. Currently, backlancs make money from dings, leech kills(if they can reach from the back), and the $10 attach fee. I suggest raising the attach price to $12-$15 or increase leech radius (perhaps more so for summon lancs as they are more valuable to a team) Edited April 18, 2009 by CDB-Man Quote
Kilo Posted April 19, 2009 Report Posted April 19, 2009 No need to post that you'd do something if there was a monetary incentive, we know already. Quote
»D1st0rt Posted April 19, 2009 Report Posted April 19, 2009 Is the tendency to win more not already a monetary incentive? Quote
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