i haven't read the rest of the thread so i dunno if these points have been brought up yet
- antiwarp doesn't seem to work - honestly i don't know if it's necessary, i would just take it out
- several new implementations are good ideas - the flag, flag penalty, attaching penalty, 3v3, the new map
- attaching should not be allowed for the one holding flag. this is easily abused by a team who takes the early lead. teaming should be encouraged, not an easy escape by the flag holder with a simple attach (teammates attaching to the flag holder still allowed)
Anti-warp isn't like the rest of TW it's close range and does work...
Just means you can't blanket the arena with it...
But! It can be tweaked to have a slightly larger radius.
Remember this is basically a Public Test phase in TWD until end of TWL
You Can't define which/one ship can and cannot attach based on who has the flag, can only be based per ship type...
So they'd need to be a ship other than spider to stop them being able to attach.
I don't know if it can be implemented, but what if flag only spawns in the beginning (same place) when one team gets 3 deaths (don't know if it can ruin a game when a team decides to start running early on, avoiding getting killed).
The flag settings are as best we could get. They cannot be changed,
the flag is like warzone, and actually spawns in a circle radius like powerballs do.
The more people in the arena the further from center it spawns.
Im sure teams will learn to compensate for this...
worst piece of shit idea i ever seen. make spiders attachable is just plain stupid.
had 36 kills in a match and still lost cus they kid kept running and attaching.
played a minute of the match and found that i can grab a flag and have my team go to each corner of the map and just wait till i attach and so on.
take out the attaching.
We wanted a new game type.
Not wbduel with spiders, not base with only spiders...
1. USE UR ANTI WARP AND STOP THEM WARPING...
2. YOU JUST NEED TO BE CLOSE TO STOP EM WITH ANTI!
3. CREATE SOME TACTICS WITH UR TEAMMATES AND ATTACH TO THEM TOO???
This is a Public test royce, if at the end of TWL most have an issue with it
then attaching can be removed...
Not sure if this was intentional or not but the flag seems to reset itself half way into the matches (yesterday it did not) and shows some kind of ranking between yourself and your team mates. Then the scores in the F2 menu all reset. With only 5 minute rounds is there really a point to resetting the flag like this? Hopefully it is just a glitch and an easily fixable one so SD will continue to thrive.
No it wasn't, the sysop has uploaded the cfg from ?go twsdx to the twsd arenas...
I'll get dads revenge to fix that.
I think the team that has the flag get's a little too much of an advantage. It's going to be hard to find the balance but you'll know it's balanced when this is true: The team that has the flag can backtrack and they want to protect the flag carrier because they get bonus points, but protecting the FC is very hard because they're so slow. Also, it shouldn't be a huge bonus, like it shouldn't be a guarantee that you're going to win if you have the flag, you should earn extra points per kill and points periodically, but probably not as many points as they currently earn periodically. Keep everything the same but two things: 1) decrease the movement speed while holding the flag even moreso than it does now, same goes if the FC attaches to another player. 2) Not quite as many points awarded periodically (I don't know what it's currently set to in terms of points and how often, but it should be a little less). The goal in doing the first change is to make is so that the team that has the flag can only run away from the other team as fast as the FC can run, or force the FC to attach to their teamates and then continually detach, but like I said, if you decrease the FC's movement speed enough then it should be fine. Is there an option to also decrease the energy recharge rate of the person holding the flag?
1:Best> lol why is everyone mad that roiwerk got a big dick stickin out his underwear, it's really attractive :P
3:Best> lol someone is going to sig that
3:Best> see it coming
3:Best> sad
No need to change the recharge timing of flag carrier, it will suck ass. The speed is ok, a good spider team would be able to chase and destroy the defenders and retake flag with some tactics in mind.
1. make the flag less valuable cuz spids just get flag and run and end up winning a boring sd round.
2. instead of time make it to like "first to 2000 points" or sumthing cus with this 5 min there is not many chances of comebacks.
3. change random dmg
1:CrazyKillah> oder if i olny knew u irl u would be dead and i would be in jail
menomena> did you get to see the end of the steelers greenbay game though
JAMAL> yeah you dumb fat faggot, was good ending
1:Cape> Why did u axe req
1:cripple> I'm very religious, and my new years revolution was to make this squad a better one, so I kept with my resolution and axed req. http://big-dicked.mybrute.com/
I must reiterate these settings ARE EXACTLY LIKE GO BASE SINCE THEY WERE ORIGINALLY THE GO BASE SETTINGS!
The fire power and spider settings have not changed except for the addition
of attaching settings and anti-warp...
Even in go base if a spider has full Energy and another spider shoots em,
it takes 4 shots... this is not random damage...
I am looking at lowering the reward for flag and making it focus more
on using the flag to kill to get most points from it.
Perhaps then 5mins is too short a round?
I want to find a happy medium on time before drastically changing the
game style from what it is to a race to X amount of points.
This is good though, keep the ideas and suggestions coming.
Its for you the public to help tweak it to make it as fun as possible for everyone.
We've done the leg work, you help lift it to what it will end up being.
PubBot8> Going to 69 :greedy:
Jacklyn> I'll play with this clit thing later
Dr.Coiff> i've played with it
3:Mirror <ZH>> fly around and boom blow everyone up
also, 5 mins is too short, either make it a point race to some specified amount, or give us like 8-10 mins a round.
balance points gained with flag just a tad? seems a bit high atm. i.e. 50 instead of 60.
Displaced> I get pussy every day
Displaced> I'm rich
Displaced> I drive a ferrari lol
Displaced> ur a faggot with no money
Thors> prolly
Thors> but the pussy is HAIRY!
worst piece of shit idea i ever seen. make spiders attachable is just plain stupid.
had 36 kills in a match and still lost cus they kid kept running and attaching.
played a minute of the match and found that i can grab a flag and have my team go to each corner of the map and just wait till i attach and so on.
take out the attaching.
k ur done reading...now go to it...
ur still reading...
go...
now?
stick to wb. oh, and cry more...I GUESS U JUST SUCK
tws is so much fun, makes dds boring anymore
5 minutes seems short but i think anything longer would be too long..so hard to say anything about that...other than its awesome and antiwarp does work its short range, it doesnt cover ur entire radar like u think..
Just because Da1 used CAPS+BOLD+LARGE FONT!
Anti-warp has a bigger radius!
Flag points are more evened out, you need to kill alot more rather
than relying on just getting points from holding flag.
Oh and round times are now 8min.
From the games i've seen played after i did this they were a lot closer points wise and there was opportunity to come back from being down in points...
PubBot8> Going to 69 :greedy:
Jacklyn> I'll play with this clit thing later
Dr.Coiff> i've played with it
3:Mirror <ZH>> fly around and boom blow everyone up
why am i not TRENCHWARS SUPREME DEVELOPMENT BEING! id make this game wtfpwn.
Displaced> I get pussy every day
Displaced> I'm rich
Displaced> I drive a ferrari lol
Displaced> ur a faggot with no money
Thors> prolly
Thors> but the pussy is HAIRY!
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