Live-Wire Posted September 2, 2003 Report Posted September 2, 2003 Disclaimer: This post is, in my way, a little open source development thread for the file I have on my computer called "randomstuff.txt". What this means is that you are allowed to post productive thoughts, but not criticize "bad code" (in this case, text) because no one made you read my thread That being said, I have absolutely no knowledge of the internal workings of the Continuum client, nor server side software, or even the way the two interact. All of these thoughts are posted from the point of view of someone saying "Hmm, that would be fun!", so read them as such. I do not know what is feasible, nor do I care; all I'm interested in is having more fun in the game, so its your job to read and decide if it is feasible. Don't criticize me for being stupid and not understanding how the game works, because I'm telling you right now, I don't know. additional note: if anyone suggested these before; sorry, im suggesting them again. So there _____________________________________________________________ - seperate powerball shot powers for using tab (bombs) and ctr (bullets): when you have ball ... allows two different settings for shotpower with powerball, so players can chose and be more strategic. This would exponentially increase the strategical capabilities of powerball zones (specifically hockey zone). Yes, I'm being greedy with this one - ship friction: be able to set friction to decelerate ships (like you can with powerballs). This is obviously a radical change from true space physics ... but then again Continuum has become more than Subspace. capability to provide instant start-stop movement without having to use afterburners with zero non-afterburner movement. This provides "infantry" type games (and other development games, such as ?go battleship in tw) to provide more realistic and interesting settings, specifically to engineer 2d FPSs (really, second person shooters). - new tile: low walls: ships can not cross tile, weapon types and powerballs can. see next suggestion for elaboration on the "why" of this - new tile: fortifications (ie one-way low walls): ships can not cross tile in either direction, weapon types can only cross in one direction (providing secure firing ports to enhance base play). This feature would widen continuum's ability to make new and interesting games more than any new feature I've heard suggested. The strategical dimension of seizing "turf" that is actually better defended could create a whole subset of games that revolutionize the game. - *destroy sysop level command: explodes ticked player ship as if it dropped below energy 0. Would allow bot programming to create unique zones involving single player challenges, as well as a myriad of interesting ways to use it (such as mimicing ship-to-ship collisions). - customizable statbox (F2): provides for different zones to be able to customize f2 stat descriptions (ball games with stats like goals and !@#$%^&*ists, "shopping games" with money, etc). Yes, another hockey zone/powerball greedy feature. - more bomb/bullet levels: More stuff I'm not sure is feasible given the original design of the game, but i'll assume it is. make the availability for a wider range of bullet and bomb levels so zone design can become more indepth and balanced. Instead of 0-4, 0-10 would allow a different level for each ship. - ?zone command: like ?go command, switches zones (possible an ASSS thing?). syntax something like ?zone [sSCE Trench Wars]. - more sysop command interaction with scores/billing: this sounds like a server-side thing, but if I'm wrong, here it is anyway: much like *scorereset, which wasn't intended to be used as widespreadly as it is now in leagues, other commands interacting with the "scores" could add hundreds of new dimensions bot programming and zone development. adding sysop level commands to add kills, deaths, points, etc to player scores would allow single player game development, as well as zone ideas that we couldn't even comprehend right now, much like the *destroy command specified above. Coupled with zone customizing of those categories (ie kill, deaths) to add things such as goals and !@#$%^&*ists, powerball zones could integrate their bot design into their actual zones. (again, a greedy feature suggestion) - strafe: zone can set l/r arrow keys (or other keys) to allow strafing: I have absolutely no idea if this is feasible given the game engine, so I'll just assume it is Like the above idea, I feel this one enhances "infantry" type games, and could infact create a whole subsection of new games. Unfortunately this adds more keys people have to learn to use unless mouse support is added for rotation. - mouse support: Yes, I know this is far fetched, but I just have to add it ability to aim/rotate with mouse movements, use mouse1 and mouse2 to fire. sends information about click coordinates and direction, so new weapon [artillery] can be used to fake 3d (travels through walls until location, then explodes), plus various new gameplay opportunities.
Mr Ekted Posted September 2, 2003 Report Posted September 2, 2003 All that is good stuff, and within the realm of possibility. I would add INSERT as a third shot strength for the ball/puck.
Live-Wire Posted September 2, 2003 Author Report Posted September 2, 2003 Actually the thing I would be most excited about would be mouse support, strafing, and new tile: fortifications. If any of you remember a game called Arc - these features added to Continuum would make it possibly to exactly recreate that game (which was about as popular as Subspace, at about the same time, but died because development was all company-centric rather than player-centric).
Yupa Posted September 2, 2003 Report Posted September 2, 2003 all sounds pretty good (as options / sysop configurable) some comments... - customizable statbox (F2): provides for different zones to be able to customize f2 stat descriptions (ball games with stats like goals and !@#$%^&*ists, "shopping games" with money, etc). Yes, another hockey zone/powerball greedy feature.can already do this, but it could probably be made much easier (and script-friendly) - more bomb/bullet levels: More stuff I'm not sure is feasible given the original design of the game, but i'll assume it is. make the availability for a wider range of bullet and bomb levels so zone design can become more indepth and balanced. Instead of 0-4, 0-10 would allow a different level for each ship. yes, I'd also like to see bullets with all the options bombs have and visa versa - basically two ship weapons that can be customized any way you want from what we know as bomb AND bullet settings(eg. multifire "bombs", proximity "bullets") adding sysop level commands to add kills, deaths, points, etc to player scores "*points 777" - "/*points 777"
Live-Wire Posted September 2, 2003 Author Report Posted September 2, 2003 "basically two ship weapons that can be customized any way you want from what we know as bomb AND bullet settings (eg. multifire "bombs", proximity "bullets")" Absolutely; well said.
»SOS Posted September 2, 2003 Report Posted September 2, 2003 Yea, all good and nice, but LazyK is probably not even going to think of any of them.
madhaha Posted September 2, 2003 Report Posted September 2, 2003 EMP bullets = Death. Concerning the artillary bomb style weapon, what would be interesting is weapons that only work after a fixed distance for example a thor that only exploded after a set amount of time.
Yupa Posted September 2, 2003 Report Posted September 2, 2003 Concerning the artillary bomb style weapon, what would be interesting is weapons that only work after a fixed distance for example a thor that only exploded after a set amount of time. ya cool - but able to be used on any weapon (except the obvious of course - mines)
»Dustpuppy Posted September 2, 2003 Report Posted September 2, 2003 Some good ideas: - seperate powerball shot powers for using tab (bombs) and ctr (bullets)Would be nice, but would have to be different keys since settings can allow you to shoot while holding ball. - new tile: low walls: - new tile: fortifications (ie one-way low walls): Would definately be nice to have more special tiles like this, tiles that damage etc. I'm sure they've all been suggested many times and are unlikely to happen, but they would be welcome. - *destroy sysop level command: Yes! - ?zone command:Yeah I've always thought this would be nice. - ship friction: - strafe: zone can set l/r arrow keys (or other keys) to allow strafing:- mouse support: It would seem to be diverging from what subspace is, but I suppose you can never have too much configurability.
Tipme Posted September 3, 2003 Report Posted September 3, 2003 how bout bricks with health? huh? shoot em down to make em dissappear
ExplodyThingy Posted September 3, 2003 Report Posted September 3, 2003 - ?zone command: like ?go command, switches zones (possible an ASSS thing?). syntax something like ?zone [sSCE Trench Wars]. - more sysop command interaction with scores/billing: this sounds like a server-side thing, but if I'm wrong, here it is anyway: much like *scorereset, which wasn't intended to be used as widespreadly as it is now in leagues, other commands interacting with the "scores" could add hundreds of new dimensions bot programming and zone development. adding sysop level commands to add kills, deaths, points, etc to player scores would allow single player game development, as well as zone ideas that we couldn't even comprehend right now, much like the *destroy command specified above. Coupled with zone customizing of those categories (ie kill, deaths) to add things such as goals and !@#$%^&*ists, powerball zones could integrate their bot design into their actual zones. (again, a greedy feature suggestion)Not as hard as youd think.I know its possible in some kinky little way.
Kadith Posted September 3, 2003 Report Posted September 3, 2003 Having 10 gun/bomb levels would make it alot easier to have level shipsets
madhaha Posted September 3, 2003 Report Posted September 3, 2003 ya cool - but able to be used on any weapon (except the obvious of course - mines) WRONG! Let it work with mines (detonate after fixed period of time). They could be used to flood an area with shrap after say, 15 seconds instead of timing out the boring way.
Smong Posted September 3, 2003 Report Posted September 3, 2003 With ASSS you can easily add commands to alter kills/deaths etc (lots of potential for abuse though).
Live-Wire Posted September 3, 2003 Author Report Posted September 3, 2003 Abuse by sysops mostly ... but thats okay ... you wouldn't allow anyone else those abuses. You pretty much have to trust your sysops not to cheat anyway
Yupa Posted September 4, 2003 Report Posted September 4, 2003 ya cool - but able to be used on any weapon (except the obvious of course - mines) WRONG! Let it work with mines (detonate after fixed period of time). They could be used to flood an area with shrap after say, 15 seconds instead of timing out the boring way. was referring to the fixed distance, not the time
»CypherJF Posted September 4, 2003 Report Posted September 4, 2003 I love all these ideas... a definately must add! (including grav bombs > )
Darkflare Posted September 6, 2003 Report Posted September 6, 2003 have ASSS bring me soft drinks from down stairs
madhaha Posted September 6, 2003 Report Posted September 6, 2003 was referring to the fixed distance, not the time Would quite well with distance too. If you aren't within a set distance of your mines, they explode does freeing up the passageway for others. Also allows you to remote detonate them.
mister manners Posted September 6, 2003 Report Posted September 6, 2003 oo, good, remote detonators, thats good, and also, this would prob not work, bomb arc, ok?? in infantry they have it as some things u cant run thru, but shoot over, that should be a tile in ctnm, and if you have an arcing weapon, arc bombs?? prob not, if the arc is high enough, it can p!@#$%^&* over low walls, and there would be high wall tiles to prevent arcs over some walls, either way, more tiles, mabe 20-30
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