Gameplay Tweaks (Hopefully with minimal coding required)

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halitosisman
 
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Gameplay Tweaks (Hopefully with minimal coding required)

Unread postby halitosisman » Sun Aug 05, 2018 7:49 pm #431346

I'm sure everyone could suggest improvements and tweaks to the CM gameplay. Let's name them.

I'll start,
-Replace the pilot role with a bot that pushes all the buttons on the dropships, and sends automated messages on its status over comms. This eliminates a repetitive job and allows people to plan around reliable dropship schedules. Add a manual override to handle edge scenarios.
-Expand the vendor point system to PFC vendors, and re-balance requisition stockpiles to compensate. This allows marines to try gimmicks that otherwise rely on parsimonious cargo techs to be generous. It is not fun to wait in req lines, unless a fight breaks out, which is fun until the cancerous MPs brig you for most of the round.
-This would some work to implement, but the game could use more structures for engineers to build and materials to compensate. FOB engineers need more to do.
-Also something needs to change with MP procedures. They're important to shaping the round, but you might as well pull up Netflix whenever they arrest you.

The cave fighting mechanics could use some work too. The fun marine gadgets do not work in the caves. Oftentimes only a few marines at the front get to fire their weapons before the boilers, crushers, or queen arrives and wipes out the attacking force.



Rohesie
 
Joined: Sat Aug 04, 2018 9:07 pm
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Re: Gameplay Tweaks (Hopefully with minimal coding required)

Unread postby Rohesie » Thu Aug 09, 2018 7:08 pm #432131

halitosisman wrote:-Replace the pilot role with a bot that pushes all the buttons on the dropships, and sends automated messages on its status over comms. This eliminates a repetitive job and allows people to plan around reliable dropship schedules. Add a manual override to handle edge scenarios.


Some people actually enjoy playing PO. SLs, MPs, SOs and several others besides POs can launch the dropship at any time.

halitosisman wrote:-Expand the vendor point system to PFC vendors, and re-balance requisition stockpiles to compensate. This allows marines to try gimmicks that otherwise rely on parsimonious cargo techs to be generous. It is not fun to wait in req lines, unless a fight breaks out, which is fun until the cancerous MPs brig you for most of the round.


Some things are supposed to be scarce. Others could be added to the vendors, yes. What do you have in mind?

halitosisman wrote:-This would some work to implement, but the game could use more structures for engineers to build and materials to compensate. FOB engineers need more to do.


Got anything concrete?

halitosisman wrote:-Also something needs to change with MP procedures. They're important to shaping the round, but you might as well pull up Netflix whenever they arrest you.


We lack something like the gulag.

halitosisman wrote:The cave fighting mechanics could use some work too. The fun marine gadgets do not work in the caves. Oftentimes only a few marines at the front get to fire their weapons before the boilers, crushers, or queen arrives and wipes out the attacking force.


It would be nice if we could shape the terrain. Make the indestructible walls have a lot of health instead. But that will require a lot of mapping rework.

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Lumbermancer
 
Joined: Fri Jul 25, 2014 3:40 am
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Re: Gameplay Tweaks (Hopefully with minimal coding required)

Unread postby Lumbermancer » Sun Aug 12, 2018 11:36 am #432590

halitosisman wrote:Replace the pilot role with a bot that pushes all the buttons on the dropships, and sends automated messages on its status over comms. This eliminates a repetitive job and allows people to plan around reliable dropship schedules.


I agree with the upperposter, I had lots of fun flying dropships. I would rather improve CAS, so it's less mindless (unless they've done it already, which is possible).
aka Schlomo Gaskin aka Guru Meditation aka Tachikoma aka Magical Trevor aka Topkek McHonk aka Le Rouge

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Rohesie
 
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Re: Gameplay Tweaks (Hopefully with minimal coding required)

Unread postby Rohesie » Mon Aug 13, 2018 1:01 am #432760

Lumbermancer wrote:I would rather improve CAS, so it's less mindless (unless they've done it already, which is possible).


Right now it's basically pushing a button when the time is right. You can use a Laser Detector System to see the laser targets and decide when to press the button, or you can rely on being told when to by the people who have an eye on things.

How would you improve it, concretely?

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Lumbermancer
 
Joined: Fri Jul 25, 2014 3:40 am
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Re: Gameplay Tweaks (Hopefully with minimal coding required)

Unread postby Lumbermancer » Mon Aug 13, 2018 3:07 am #432782

Open camera view around laser designator (there is camera right now, you can attach to gunship, but it's pretty lame) and allow to actually click to shoot, with a delay of course, so it's not too op. Maybe even animate some sort of "heads up" to balance it.
aka Schlomo Gaskin aka Guru Meditation aka Tachikoma aka Magical Trevor aka Topkek McHonk aka Le Rouge

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