|
|
now it's been said and there have been mods that take away score. and it seems to have helped some. but i have a better(or worse) idea. take away the enemy health.
here, let me explain:
ahh yes, here you have before, where you can clearly see the enemie's health. this prompts everyone(on a pub it seems) to hunt that one person down, ignoring everything else.
http://www.themellin.com/fallenangelcorps/members/-Ritz-/photoshops/k.JPG
what i'm suggesting is taking away the health bar so you can't see their health, and thus people will play the flag instead of that low healthed HO.
http://www.themellin.com/fallenangelcorps/members/-Ritz-/photoshops/2.PNG
discuss
Shinigami 07-22-2003, 06:14 AM I think it's a good idea in theory, but I think we'd all end up hating it (point whores or not). :/
addps4cat 07-22-2003, 06:26 AM i didn't read what you wrote but nice pictures
LouCypher 07-22-2003, 08:26 AM I think that's a GREAT idea. Of course, I whore the repair pack.
Rabid Poop 07-22-2003, 10:29 AM I don't like it.
exogen 07-22-2003, 11:06 AM Being able to see the enemy's health has been one unique feature of Tribes, I've always thought. Not many games let you do that.
While I do know exactly what you are talking about (everyone chaining after this one guy while the capper gets away), knowing your enemy's health is helpful in more situations than point-whoring. For example, you know if you just need a little bit of splash damage to finish him off, or if you should keep trying those direct hits, or what weapon would be appropriate, etc.
Ixiterra 07-22-2003, 02:32 PM While I do know exactly what you are talking about (everyone chaining after this one guy while the capper gets away), knowing your enemy's health is helpful in more situations than point-whoring. For example, you know if you just need a little bit of splash damage to finish him off, or if you should keep trying those direct hits, or what weapon would be appropriate, etc.
You hit the nail on the head there. An addition to that is for a weapon like the chaingun that requires extreme accuracy at long distances, it would be impossible to tell if you hit them or not, so you don't know if you're aiming correctly. It would take a lot longer to get accurate at the chaingun (because it's not going to be exactly the same as T1 or T2 obviously), and people would probably get frustrated by that.
Plus, I don't really see people ignoring the capper just because there's another enemy low on health around. That really doesn't seem like a big issue to me, even on pubs (for T1 anyway, don't play T2). If anything, it will probably only be one newbie who can barely get any points off who will go for the easy kill; but this same newbie would probably be useless on a capper chase anyway.
FalseMyrmidon 07-22-2003, 02:50 PM nice pictures but i still don't like your idea
ok then you could know if you where hitting them if you could hear a *PING* noise or something of like the like when you hit them?
TeckMan 07-22-2003, 06:59 PM I know I've said it many times before, but this REALLY REALLY (for real) is the worst idea I've ever heard relating to anything ever.
commonsense 07-22-2003, 07:04 PM wait I got a better idea!
in order to increase attention on the flag- make it so in ctf only cappers score! genius!
no wait...
btw, i don't like your idea either.
Ixiterra 07-22-2003, 10:11 PM ok then you could know if you where hitting them if you could hear a *PING* noise or something of like the like when you hit them?
It doesn't matter, I think the premise that you're drawing this idea from is flawed. You think that most people will go for the easy kill while the capper gets away. I don't know about you, but regardless of my personal score, I get fucking pissed if my team is getting its ass handed to it. If I see a capper within reasonable distance, I go for him (pubbing). The only people who don't do this probably don't give a shit about teamscore anyway and will still go for whatever looks like the easiest kill (lesser skilled player or a closer one). I don't see this happen very often in Tribes, though it's mostly veterans that play now, though I can't speak for T2.
i'm drawing this from t2. i haven't played t1 for years now, and i've long since stoped playing t2. but i saw this as a problem when i played
TeckMan 07-23-2003, 12:50 AM HOW ABOUT PUBS WILL ALWAYS SUCK IN EVERY GAME EVER NO MATTER WHAT STUPID IDEAS WE THINK oF
Thrax Panda 07-23-2003, 03:07 AM OF not oF
TeckMan 07-23-2003, 06:56 AM oF because im super stealthily getting around the anit-caps filter shhhhhh
btw thrax's humorous and nonchalant tone in response to my post definatly indicates that he agrees with me 100% about everything. definatly.
-A- ...Lost? 07-24-2003, 04:27 PM im so trained to my position, after playing LOF and Chaser for 4years now, that i swear, i try to go into a server late at night, hi on chronic, FSAA and AF maxed out for prettyness with full sky and precipitation, just to maybe ENJOY the game and relax...and i cant do it. i still react the moment i see an incoming capper on the flag or whatever. cant relax.
Now i just run the game in full prettyness except in matches. so shots are alot harder and framerate is slower. so that when i go lean for a match, my aim (due to hi framerate) seems so much more on.
wait...wtf were talkin about again?
i could stand it without the energy status. i could see how it would be cool.
|MrSniper|Nyx 07-26-2003, 11:46 AM First you are challenging Lucius for his spot as MSPain Master.
Second I don't like the idea. People have already stated all the good counter arguments. As someone said having the ability to see your enemies health is a feature almost totally unique to Tribes and thats one reason I like it. I think taking that away is akin to removing the disk launcher.
[57th]cneal 07-26-2003, 02:56 PM They are both good points. The health bar does aid when finding a player to eliminate however it's still a good strat when removing the weaker players from the field.
If the health bar was removed, you might see
- A lot more players on the offensive
- Teams fixing on one enemy instead of multiple enemies
etc etc
Reason why you might see this is basically because now nobody knows where the weaker enemies are. If an enemy gets shot three times and then leaves, he/she could still act as a fully healed enemy and enter a roll that doesn’t require loosing more health. The only way to determine that the player doesn’t do this is to eliminate the player once and for all.
In any case, I think the best way to determine this is if half the servers remove the health bar when the game comes out with mutators etc. That way, we would be able to see if the health bar is really necessary through testing.
-A- ...Lost? 07-26-2003, 06:20 PM awesome solution! just make a modifier for it, since the UT engine supports that, and let the servers decide.
|
|