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Posted

I think it would be useful to add a sysop command

to force a player to enter a different arena. For

example, /*go duel, when executed by a sysop

or bot, would force a user into duel arena.

 

This could be very useful in bot coding.

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Posted
Wormhole, that's a server side issue, as the client can already be told to go to different arenas. For example in ASSS you can message a player ?send duel and it will send them to the duel arena
Posted

Continuum needs to be overall more modular, allowing for more gametypes and settings, that would attract would-be game developers and allow for much more diverse zones and arenas.

 

Here are the improvements I suggest to make this happen:

 

- The ability to make bots not count as players in an arena, so the arena doesn't show up when you do the ?arena command if it's edevoid of real humans. Conversely, the ability to make an arena show up always, even without a bot.

 

- An unlimited number of bullet/bomb upgrades. This would allow for subarenas and zones that have very different ships, for instance, helicopters, giant squids, and knights, and warbirds to all be able to fire a unique projectile. These would all have unique sounds and images, of course.

 

- Friction modifier. For side-scrolling subarenas and zones, as well as for when you just want to be able to slide along a wall for whatever reason. 0 would be no friction, and negative numbers would make you slide faster and faster.

 

- This is getting a little bit more advanced, but customizable hitboxes for tiles. This would make it so if you fired bouncing bullets or bombs at a diagonal wall, they'd actually bounce right. And you could slide along diagonal walls. (Sweet stuff)

 

- 9 ships. Why not?

 

- This suggestion is the cream of the crop. The one that would really, really make Subspace more advanced and modular. Interactive tile objects. For instance, if you could go up to one of those spinning satellite things and get an expanded radar view, blow up an asteroid, or die from touching a certain wall/object. Imagine the kinds of advanced features and games that could be made with this.

 

 

That's my two cents as far as improvements go. Thanks for reading.

Posted

speaking of bursts... be able to specify the angle of the burst... I mean that you could throw a burst 'forward' if it is set to.. let's say.. 30 degrees... if you want them to stay the same as they are right now, you set it at 360 degrees. This would be different for each ship. Since you can already specify the number of burst bullets per ship, the burst could be turned into different types of weapons with this only setting... And I guess if you use negative burst speed, it would throw backwards

!@#$%^&*, the possibility to have the burst active at launch could be nice too... It could be used, in some cases, as a defensive weapon in open air.. throwing stuff all around the ship...

With the angle thing, could be used as a shotgun-like weapon...

Posted

- Geo-mod (being able to blow up walls and stuff)

- Define the tile size (be able to make it so its not just 16x16)

- Change the size of a map (you could make it smaller if space is not used)

- Ablility to give the "extra" tiles a picture like the normal tiles

- Ability to customize the properties of all the tiles

- 45 degree tiles (it would be cool to have a diagonal tube that works right)

- Built in mp3 player

 

 

EDIT: the server can have an option to queue all the projectiles and send the queue to entering players. this would eliminate the problem where someone lays a mine, another person sees the mine, re-enter the arena, and rams through it (becasue its not on thier screen anymore after they re-enter).

Posted
that's a problem yes.. mines (and sometimes bombs) detonations are not sent reliably... you can blow up a mine on your screen, but someone with some lag did not see you get close enough, and mines are still there for him... I think that's what you're talking about Overburn...
Posted

to be able to edit them in the tileset...

 

But if there's another client being built entirely, Being able to edit the properties of each tiles would be the best...

-transparency

-ships go through/not

-weapons go through/not/are absorbed

-flyover/under (if anything goes through)

-auto-warp

-kills thors

-square tile or diagonal / or \

 

those would be the available properties i'd give to all tiles... having tiles where you can have weapons go through, but not ships, give a lot of possibilities when creating maps.

Posted
I hope someone is writing all the good ideas down.. :S Cause noone would want to scroll back in the hundreds of posts in this thread
Posted

Sorry if these have been mentioned before, but I havent trolled this thread in ages...

 

Pretty much any of the features from Cosmic Rift(ie. Infantry engine)...which has a nice set of graphic abilities etc etc...clouds etc...

 

The ability to make the game engine more modular all together. Current graphical limits and ship # limits hinder the game. Not that we need to see a zone with 32987832 types of ships, but why not have the ability to go beyond the 8. Modular weapon system, ships dont need to be defined by level 1-3 bombs...let it be something that the modders can go crazy with.

 

It would be almost worth it to write a simple scripting language(or steal one for that matter), that way it could make it easier for modders/coders/zone sysops to manage all this. Sorta like what Quake command line scripting did for FPS gaming. Now scripts and addons for these games are abundant and very much alive. You can still find new quake games being played world wide. Not to mention all that came after it, not necc the same engine, but the idea behind the open end of it: Quake 2 & 3, UT, etc etc

 

Make the game types be more modular also...Thank god for what we have right now, and the ingenuity of the current modders out there. But there could be a more...hate to mention Cosmic Rift again, but that one game they had where people could build bases and do mining and such, that was a mighty fun game for a bit. Never mind the auto-gun turrets etc etc(which i know had to have been mentioned in this thread).

 

I also like the content delivery system CR has, it just downloads the graphics/settings/game types/ete etc, as you enter the zone. I guess Continuum downloads are close nowadays...but the CR deliv. system downloaded far more than just graphics...now surely the functionality of what was downloaded was already in the engine, but the settings and the graphics addons made it alive once it was downloaded.

 

I'll continue this later I think.

 

EDIT:

 

Ok...so anyways dont name it anything remotely like Subspace, Sniper or Continuum...fyi i always felt like the Continuum name was a rip from an old old Macintosh game of the same name, which bears a striking but non multiplayer resemblance to subspace...

 

Priitk go make money offa Skype and stop stealing names from old mac games!!@!@ !@#$%^&*.

 

http://www.grenier-du-mac.net/fiches/Continuum.html <--f'ing frenchies!

Posted
You need to register before you can add a suggestion.

 

That's why it's not used much... and have to browse through 7 pages anyway... I was thinking more of a simple .txt with a quick list blum.gif

Posted

You had to register to use this forum yet you still use it.

 

The registering prevents other people from spoofing suggestions and also provides you credit for the suggestion.

Posted

I think most people get a little tired of registering everywhere, at least I am. I have a long list of email addresses and passwords for all kind of sites because every single site of them requires registration :rolleyes:

The Microsoft passport technology would have been a solution to this but it didn't got very popular due to different reasons. Oh well.

offtopic.gif

 

Dunno if its suggested yet but zooming out would be neat.

Posted
I registered to these forums because I could do other things than suggest things... And yeah... Too many registrations blum.gif .. .I use the same username/pw everywhere though...
Posted

I've mentioned this before but here it goes anyway. It would be nice to be able to define areas, name them and then use it in chat with something like %area.

 

The definition file could have something like this:

 

500,500 -> 520,520 : safety zone

When you are located there and write: I'm afking at %area

It would come out as: I'm afking at safety zone

 

That's it. Simple, but I could use it.

Posted
I've mentioned this before but here it goes anyway. It would be nice to be able to define areas, name them and then use it in chat with something like %area.

 

Great idea, and you could take it farther.

 

Sorta like what I was getting at with my post above where both client and server could utilize a simple script language...where you could define anything. This would blast the doors open for cool mods and such. Complex teammates scripts could be written to periodically send messages with location and bearings, flag info, nrg readings to your teammates etc etc, you name it . Then the script could execute other functions like when your teammates sister script sends you info that he has 6 flags and only has 100 nrg, you would automatically warp to him. Or maybe it would warp you to him, and then give him items you possessed, perhaps he could transfer the flags to you with the same clock time....Or whatever. They could call server defined variables also, which servers could have posted in their information(f1 like it is now, or news.txt, but hopefully a better format than either).

 

Every user/client script could have its own user defined variable that would be used to call whatever script to turn it on like: %scriptname or whatever.

 

Lets hope that the servers can define all this crap via xml files or scripts themselves. This way they can turn off warping and such in different areas etc etc or whatever. If you make the definitions as open as you can then anything is possible, including only allowing certain weapons to work in certain areas. For example, maybe a certain gun wouldn't work while in certain types of plasma clouds(sorta like the clouds they have in CR, but instead of just being pseudo 3d transparent, you'd be able to define what affect they had on the ship). Areas that slowly drain nrg, recharge nrg, etc etc all defined with server side scripts with coords.

 

ASSS was a good start, but it is restricted by what subspace is right now.

 

I think its all possible, and as long as the client is being built from the ground up, might as well make it as open ended as possible.

 

The real trick although would be to create a game with the same level of control and feel as Subspace/Continuum and CR/Infantry have. Ship movement needs to be fluid with the keyboard as it is with those engines, otherwise it will be a hard sell. Subspace and its bretheren don't use super complex physics, but its more than complex enough to overwhelm the average nerd.

Posted

An expansion on the "your turrets get access to your specials" idea: perhaps have the ability to set the radius of a certain special for each ship that allows your teammates within that radius to get that special for 0 nrg while the player is using it.

 

eg, You're flying a ship with xradar, which has been set to n radius, all teammates within that radius automatically gain xradar as long as they remain within that radius and you keep xradar active.

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