Author Topic: SS Dogfight Reincarnated | Item Saving!  (Read 15796 times)

I also have some changes to the spawn room in mind. Most notably, I plan to move the invisible barriers forward so that players can use the stairs while still being protected. That way they can outrun spawnkillers to the next floor and get additional weapons.

That's a great idea, should make it harder to trap players at the spawn.

make it like dogfight canyon
It looks like you already have a vision for the new build, Shappeh, but I think a recreation of Dogfight Canyon would be amazing. The original scale would be difficult to pull off, but using modter or a terrain to brick generator could do the trick.

a save/load button is still needed ASAP :panda:

Don't you guys think that like, unlimited ammo with no reloading is a tad too far? I mean why remove it, the weapons become completely unbalanced and silly once you do. If you don't want to deal with ammo then you can still keep reloading, just make it an unlimited amount of clips, I'm specifically targetting the assault rifle and sport rifle.

And I'm not sure why the sniper rifle was removed but that was one of the better weapons for a large scale map, especially for the times when it takes days for the sport rifle's bullet to go from one side of the island to the other. Also maybe just limit it to the conc grenade and stick grenade like it used to be.

I know you guys questioned whether or not to increase the number of items you can hold too. Maybe it would be beneficial to give the playertypes a parachute at all times, seeing that it's not really worth carrying on you over a weapon. Activate the parachute with the Jet key. Also I felt that bombs should be built into the planes, or at least the small biplane with the guns on it, maybe remove the rocket and have it drop a bomb instead. Doing this would also prevent people from spamming bombs from their inventory.

This is all just stuff that I felt in its current state makes for really awkward tactics, like it was slapped together and never conformed. Things just feel out of place.

One last thing, would it kill the brickcount too much for each team to have 2 large ships? That way if you ever do add capture the flag (which I'd be a huge fan of) then you could have two flag spawners for each team, and every round it randomizes which ship the flag will spawn in, forcing the opposite team to do a little searching first thus making it so flags aren't taken and returned within a short time period. You want to make it very difficult to capture the flag so it takes up a good amount of time in the round. Also maybe the capture points on the islands could be used to teleport for quicker transport.
« Last Edit: June 10, 2015, 11:56:45 AM by Racerboy »

I also have some changes to the spawn room in mind. Most notably, I plan to move the invisible barriers forward so that players can use the stairs while still being protected. That way they can outrun spawnkillers to the next floor and get additional weapons.
please

The bombs need to be fixed, people can just spam q and click and just blow up anything and everything.

Thank you all for the feedback!

I think a recreation of Dogfight Canyon would be amazing.
If I put the time into completing the Dogfight Canyon I would prefer to make something original. I would still make a canyon though, probably with pillars and plateaus that you can lose your enemy with.

Still keep reloading, just make it an unlimited amount of clips.
I completely agree! Something we can do additionally is require ammunition for the special pickup items located on the islands. Perhaps requiring ammunition for the pickup weapons will make the current loadout system possible?

And I'm not sure why the sniper rifle was removed but that was one of the better weapons for a large scale map, especially for the times when it takes days for the sport rifle's bullet to go from one side of the island to the other.
The Sniper Rifle, in its full glory, cannot return to the dogfight unfortunately. It uses a raycast instead of a projectile, which causes numerous issues typically relating to abuse or imbalance. The soft maximum for projectile velocity is set at 200, which is still slow. We can raise it above 200 but it causes the projectile collision check to "miss" some objects.

I know you guys questioned whether or not to increase the number of items you can hold too. Maybe it would be beneficial to give the playertypes a parachute at all times. Also I felt that bombs should be built into the planes. Doing this would also prevent people from spamming bombs from their inventory.
I like having the parachute as a pickup-only item. It leaves an important choice up to the players. I think it would be interesting to make it a one-time-use item. Leaving items as part of the default inventory system ensures that every player will be familiar with the use of a mechanic.

One last thing, would it kill the brickcount too much for each team to have 2 large ships? Also maybe the capture points on the islands could be used to teleport for quicker transport.
Improving the build is an ongoing process. I have considered making additional spawnpoints already but I don't think it will be in an additional boat because it seems kind of redundant and the boat does have a really high brickcount already by itself.

Apparently Plant/Planr was abusing bombs so now I need to fix that.

Don't you guys think that like, unlimited ammo with no reloading is a tad too far? I mean why remove it, the weapons become completely unbalanced and silly once you do. If you don't want to deal with ammo then you can still keep reloading, just make it an unlimited amount of clips, I'm specifically targetting the assault rifle and sport rifle.

This is actually what I wanted to do but T&T was giving me issues. I'll try it again. Also, IIRC, each ship is ~30,000 bricks so the brickcount would nearly double.

Server is down for now.
« Last Edit: June 10, 2015, 04:32:56 PM by Greek2me »

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The above (untested) code should preserve items after death. I'll look into changes to Tier+Tactical when I get home. Note that this is mostly for my personal record. I understand that there might be abuse if all items are preserved after death.
« Last Edit: June 11, 2015, 01:20:54 PM by Shappeh »

Tier + Tactical doesn't need modifications. I just need to fix the configuration.

Scratch that, Bushido messed up and the code is such a wreck that I don't want to spend time repairing it. So our options are either A) full ammo or B) no ammo.
« Last Edit: June 10, 2015, 06:13:34 PM by Greek2me »

kind of offtopic but what is the latest version of T+T?

The bombs need to be fixed, people can just spam q and click and just blow up anything and everything.
That's a gross exaggeration. It's quite difficult really to kill people when they're on rough terrain, due to the nifty addon the server's running that prevents radius damage going through blocks. On the old canyon dogfight we had the bombs and no radius damage protection, which meant you could get tons of spawnkills on people inside the carrier spawnroom by just bombing the deck of the carrier. On the current state of the server, you can't spawnkill with these bombs, nor can you "just blow up anything and everything". It's only really useful for carpet-bombing the flight decks to prevent people from taking off, which is a useful tactic that didn't work very well before with the slow-firing, small-radius "fixed version" of the bomb weapon.

As for the "spam q and click", it's no big deal. This is how the old bombs worked (the server's using the old bombs ATM). It's no issue if you're smart about not just standing out in the open like a tool. And you can only do it so fast. Also remember that the faster you drop bombs, the easier it is to blow up your own plane and accidentally kill yourself.

Apparently Plant/Planr was abusing bombs so now I need to fix that.
Excuse me, but what? When was I abusing bombs? I was using them exactly the way they were meant to be used.

kind of offtopic but what is the latest version of T+T?
Bushido discontinued T+T like 2 years ago IIRC.
« Last Edit: June 10, 2015, 07:34:09 PM by Planr »

not discontinued but basically abandoned the topic and making updates.

what planr is saying is basically spot on; it took me forever to kill even one guy on one of the cap areas. That said, the bomb radius and damage was increased according to Greek so maybe it deserves a slight nerf from its current state.

One thing that I think definitely needs a comeback is the minigun weapon. It was great for anti-air purposes when used on the rowboats against planes. That could really help make the whole "q-q bombing" problem nonexistant.

I'll make the "q-q" bombing nonexistant by fixing the script.

Not sure about the minigun. It doesn't seem to fit with the current weapons.