I like that a lot better. If you allow the invincibility, the core will still be at the same place and I think players won't understand why they can't kill you but won't stop spamming (and you will be killed by the splash damage before hitting the core); however if it can move, the strategy will probably be different.If you find his proposition unsatisfactory, I propose that the shield gun primary should act to pick up the power core with a short range.
Opinions on a power core change
- bOnO
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Re: Opinions on a power core change
Its all about the game, and how you play it
All about control, and if you can take it
All about your debt, and if you can payit
Its all about pain and whos gonna make it...
All about control, and if you can take it
All about your debt, and if you can payit
Its all about pain and whos gonna make it...
- Azarael
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- Earl_Vencar.:LLS:.
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Re: Opinions on a power core change
Having a 'magnetic' core is interesting, but my concern is of putting too much emphasis on aiding attackers. Our community should be experienced enough to know that good attacking 'team-play' (some do the objective, others 'farm' the defenders) can overcome such spamming. We shouldn't have to spoon-feed players, and to be honest these situations are usually player-count related rather than actual spamming 'intent'.
“We humans do not understand compassion. In each moment of our lives, we betray it. Aye, we know of its worth, yet in knowing we then attach to it a value, we guard the giving of it, believing it must be earned. Compassion is priceless in the truest sense of the word. It must be given freely. In abundance.”
- Azarael
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Re: Opinions on a power core change
Aiding attackers is rarely considered to be a problem on LDG, and especially not on power core objectives. Think across all the popular maps with power core objectives - this issue is rife on all of them save Junkyard. The league maps Holocorp, SubRosa, Protocore all bog on the power core objectives when loaded because of spam directed at the one spot the enemy team are guaranteed to move into - the core's location.
We should acknowledge the playercount of AS/Race is going to lead to frequent overload scenarios, which is why maps designed for high load rule the voting.
We should acknowledge the playercount of AS/Race is going to lead to frequent overload scenarios, which is why maps designed for high load rule the voting.
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