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Misc. Ideas 2.0

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Misc. Ideas 2.0

Postby Ssj4pure33 » Wed Feb 22, 2012 9:12 am

Hi guys this is a continuation from my other thread with some new ideas, because noone reads my other thread anymore. Same rules apply; no flaming, trolling, constructive criticism allowed etc.

1) Guided Missile. Airstrike is either op or just useless. You either strike a near whole army, or get nowhere. The point of a missile is to make it controlled until it hits, and it doesn't take a whole square. Because airstrike can actually get enough of a streak to unlock a new airstrike, a guided missile is fairer and more balanced.

2) Thrown weapons. Haters gonna hate, but i don't like the shotty. It's great in tunnels but less effective in open air. It's too loud, the bullets spread out too soon and it takes too long to shoot. A thrown weapon would merely stick in a block and be retrievable. It could also have a longer throwing distance, if it is 'charged' (or if it has a better name anyway) similar animation to 'cook' animation of grenade. It would have a similar rethrow timer to the shotty's timer, and it could also double as a melee wep in exchange for scope (because it doesn't have one).

3) Perks (No i'm not trying to unbalance the game with a sort of leveling system.) The idea of perks is nice if its standardised, because the main argument against it is that more experienced players will be at an advantage. Perks could be like quieter movement, slightly faster movement, less recoil, no tracers on map and minimap, but not ingame, less reload time, 1 more nade, quieter water movement, 1 more medkit (if it is enabled) etc. and is the same for all players. Perks could be chosen as a 3rd slection screen, and could also be toggled on/off by the host. This is to encourage teamwork so people with quieter shots and less recoil could snipe an enemy, while those with less recoil and faster movement could jump out and take on the enemies etc.

4) Bot detection program update. This needs to be updated. With new bots coming out each day, its already happened that some bots have managed to evade the system and continue playing. Once I was playing, and after 10+ votekicks, we got him out. he returned 15 mins later, and was votekicked again after another 10+ votekicks. Only after he returned the 3rd time did he get caught. The kick by bot detection programs should place an ip ban to prevent the botter returning immediately after.

5) Indestructible blocks. (step towards anti-griefing) This is a variation from a previous thread talking about placing blocks that can't be destroyed. As a variation, we could have certain blocks, like bridge support blocks, indestructible to prevent them from being griefed. What I also mean is, the developers (or hosts) could choose what blocks map blocks could be breakable, such as hill and mountain blocks to allow tunneling etc.

6) First screen shows map. Some guns are suited to some maps. Pyspades favours (imo) the rifle, while bridge wars favours smg. On the first screen would it be possible to find the map name so I can know where i am fighting?
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Re: Misc. Ideas 2.0

Postby Gorman » Wed Feb 22, 2012 10:57 am

1) I don't really like killstreaks, and something as powerful as a missile seems crazy to have guided. I think we should wait and see how mortars work out, they may well fit this role.

2) Don't like the idea of throwing weapons. To be valid they have to be ridiculously strong since in real life a knife cannot compete with a shotgun. We use shovel for melee so no need for melee. Throwing weapons in general seem cancerous to me. It is filling the same role as shotgun anyway so not much point. By the way not having to wait for reloads, good range, and difficulty to spot are some of the other boons of shotgun, it is very powerful if you use it right.

3) Perks encourage solo play, not teamwork. I don't want this kind of thing.

4) Bots cannot be beaten by scripts, even though we have a myriad of them anyway. Just get active admins instead of relying on hit and miss scripts (PUN GET). Lots of legit players get kicked by the scripts. The other day I was on 30 kills/100% accuracy/0 deaths in a few minutes and was kicked, I would be pissed if I were banned for that. We would have to start maintaining whitelists for players who are decent...

5) This can already happen. But a MAJOR part of the game is building/destroying, so obviously making the supports of a bridge indestructible is very bad and removes the essence of the game...

6) Sure, this is already sent to the main server AFAIK so it wouldn't be hard. /play needs a lot of improvements.
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Re: Misc. Ideas 2.0

Postby Ssj4pure33 » Wed Feb 22, 2012 2:49 pm

1) guided missile was a mistake soz, I was thinking like a 1 square emp, but there's another thread for it.

2) True, I see what you mean as shotty is powerful if used right, but anything more than 5 squares away it's not that great, and stealth isn't a well planned structure of aos

3) true it is a solo play encourager, but it is more solo, small team flanking sort of play, as opposed to clumping most of the team into a charge, you can specialize roles for people with different perks.

4) Active mods are hard to find on non-clan servers like jest servers. There are rarely any on when I play, so I rarely have a chance to ask a mod to kick a bot.

5) true building and destroying is essential, but I know you don't like grievers anymore than I do (sig) anyway, I was playing a game earlier, my whole team - 2 people started griefing the bridge in bridge wars. I don't like them doing so, it takes away teamwork from fighting and if the bridge falls then we rely on water. Not fun.

6) thanks for info didn't know :)
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Re: Misc. Ideas 2.0

Postby Gorman » Wed Feb 22, 2012 3:08 pm

2) Not sure if I agree with that. Up to around 20 blocks it is still pretty much guaranteed kill. You can snipe with it up to about 80 blocks, but after that you are pushing your luck. I think shotgun does need some tweaks though.

3) I don't like the idea of perks, but I can't describe why at the moment (havn't carefully considered it), so I guess I have no argument here. Apart from that it is maybe just adding complexity for not much gain.

4) You can join their IRC channel (they probably have one). If they do it is probably on the quakenet IRC, something like #jest.server , most servers have a channel at least where you can find a mod. But I can't really suggest more than SERVERS NEED ACTIVE ADMINS! If it doesn't have them then meh, scripts are not going to help :P

5) Grief is different to demolition though. It may be tactically advantageous for me to destroy your bridge, but maybe I can't because it is immortal. At the moment there is no well known way to do this (that I know of), in that a map cannot simply contain an array of immortal blocks in its config or something, that will automatically be interpreted. The more I think about it the more I see good and bad points of it, it is a powerful tool for mapmakers, but I know some will use it badly... Then again bad maps will ALWAYS exist no matter what tools we give them...
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Re: Misc. Ideas 2.0

Postby Ssj4pure33 » Thu Feb 23, 2012 1:05 am

2) 20 blocks and its so spread out that at least 1 or 2 will hit, then the rest miss. I think tweaks are needed also. 80 blocks... really... thats further than the fog...

3) Ok once you figure it out, let me know

4)unfortunately, i had a hard fight with my parents to even allow me to get AoS, getting quakenet was out of bounds, i know cos i tried to get it for a different game :(.

5) I understand that griefing is different to demolition, but in very few cases would it be advantageous to do so. To destroy a bridge, you impede your opponents way into your base, but you also impede your teams way into the base. And you haven't answered that my whole team started griefing it straight away, not just later in the game where they were destroying a platform, they were destroying a map bridge. How will making supports indestructable make it bad? also, i see your point of them making it hard to make immortal blocks. maybe they could find a way to copy the blocks on water because we can't destroy those?
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Re: Misc. Ideas 2.0

Postby Gorman » Thu Feb 23, 2012 7:36 am

2) Well SMG takes at least 2 hits to kill and that is pretty close to it''s preferred target engage distance! So I am ok with Shotgun taking 2 shots at that range. By the way, the fog is at 128 blocks, not 80. Usually people say Shotgun preferred engage distance is 0-40, SMG is 40-100, and Semi is around 40-128. Of course you can engage with anything at any distance.

4) QuakeNet is an IRC server you know, not a game! You can join with the webclient so you don't even have to install
http://webchat.quakenet.org/ and type the channel in as #AoS
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Re: Misc. Ideas 2.0

Postby Ssj4pure33 » Thu Feb 23, 2012 9:15 am

2) but smg scope makes it pretty hard to headshot twice at reccommended range though... but shotty at smg distance is like 5 shots (i know cos i have tried). Also, didn't know about fog distance, but the fog seems to take effect around 40 blocks but maybe i can't estimate. by your distance also you're saying that semi is op because it can do its own range while it can do smg's range as well WTF i thought it hadn't recovered for its nerf >_>.

4) I know its not a game! but didn't know you didn't have to install it.

Also you didn't reply to 5)
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Re: Misc. Ideas 2.0

Postby Gorman » Thu Feb 23, 2012 11:45 am

2) Well most people don't use the default scopes :P I don't have a problem 2 shotting someone with a shotgun at 50ish range. Semi isn't overpowered just because it can hit such far targets, if you simply use cover then you can easily remove it's advantage, and considering that players will almost certainly be behind barricades until they reach the front line (only hitable by high up players who are an easy target to semi on your team!) then the advantage can be completely nullified. In terms of getting kills the semi is unrivaled really.

4) Ok well now you know a bit more at least :D

Yeah I didn't reply to number 5 because it's not really a gameplay suggestion it is anti-grief, and we already have a lot of anti-grief threads and invariably it comes down to "adding restrictions to prevent grief only annoy legitimate players and griefers quickly get around them".
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Re: Misc. Ideas 2.0

Postby Ssj4pure33 » Fri Feb 24, 2012 8:39 am

2) but even with default scopes on smg it won't change recoil... legally... xD and true, a semi can have its advantage nullified, but what if you are camping on a mountain in a hard to destinguish spot?
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Re: Misc. Ideas 2.0

Postby Gorman » Fri Feb 24, 2012 10:16 am

Even so if they can see you then you can see them, with proper team work ("hey a guy from that mountain just shot me") and keen observation skills (tracers and looking for holes in said mountain) then the sneaky camper won't get more than a handful of kills anyway.
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Re: Misc. Ideas 2.0

Postby Ssj4pure33 » Mon Feb 27, 2012 8:41 am

True, unless they are skilled enough for a time being to duck before they are seen.
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Re: Misc. Ideas 2.0

Postby Gorman » Mon Feb 27, 2012 12:07 pm

Ducking doesn't stop tracers though!
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Re: Misc. Ideas 2.0

Postby greace » Mon Feb 27, 2012 9:25 pm

I have nothing more to say then: everything except perks and guided missiles is good for now.
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Re: Misc. Ideas 2.0

Postby Ssj4pure33 » Wed Feb 29, 2012 1:06 am

@ gorman:
2) forgetting the fact that most players are too dumb to follow tracer fire.

4) One more thing, i don't want to have to call a mod for a suspect bot, it may just be a really good player with an awesome mod. Mods are people too, and have better things to do than go after suspect bots
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Re: Misc. Ideas 2.0

Postby Fluttershy » Wed Feb 29, 2012 1:50 am

Ssj4pure33 wrote:2) True, I see what you mean as shotty is powerful if used right, but anything more than 5 squares away it's not that great, and stealth isn't a well planned structure of aos


You should update to .7
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