Search found 15 matches
- Thu Jun 07, 2007 9:57 am
- Forum: Misc. Development
- Topic: Default load-out
- Replies: 11
- Views: 676
As opposed to changing the preset defaults, would it be easier to just have a few "Saved Config" buttons along with the "Change Default" button that exists? So you could set your scout up with a nan package, a probe package, and a whatever-else-you-like package. Then when you hit base and need a nan ...
- Thu Mar 08, 2007 2:41 pm
- Forum: Misc. Development
- Topic: Anti-Stacking Changes
- Replies: 46
- Views: 2274
Personally, I like most of Vly's idea, but with a few changes:
First, people definately have preferred comms and factions. However, that's the issue - if you let people choose which comm or faction they want, you end up with stacking. The other side is no choice at all - random assignments. We have ...
First, people definately have preferred comms and factions. However, that's the issue - if you let people choose which comm or faction they want, you end up with stacking. The other side is no choice at all - random assignments. We have ...
- Mon Jan 15, 2007 4:38 pm
- Forum: Gameplay
- Topic: Latenight games?
- Replies: 27
- Views: 4818
To an extent, I can understand the frustration with small games. However, I also think that they can serve a significant funtion within the game as a whole.
I count myself among the few who are branching out into the occational command situation. As a returning player, my knowledge of the game has ...
I count myself among the few who are branching out into the occational command situation. As a returning player, my knowledge of the game has ...
- Thu Dec 14, 2006 1:08 pm
- Forum: Code Bugs & Suggestions
- Topic: Bogus ranges for Rix turrets?
- Replies: 14
- Views: 682
Last night during testing, while in a Rix bomber, it appeared to me that the ranges stated didn't match the actual range. In the inventory screen, it stated 1800m, but I never got the green "in range" indicator until 1600m or so. In fact, at one point the bomber was stationary for a minute or so ...
- Mon Dec 11, 2006 11:06 am
- Forum: General
- Topic: Need no # server.
- Replies: 22
- Views: 3150
It would be a very bad plan to try and box out new people from playing. It's anti-community, and it will foster ill will with people who have come into this game looking for some fun. On top of that, there's often not alot of newbies around, probably not enough to get a game of their own together ...
- Fri Dec 08, 2006 3:31 pm
- Forum: FAZ Development (Beta)
- Topic: R3 WHEN WILL IT GO INTO AFFECT?
- Replies: 30
- Views: 2060
- Fri Dec 08, 2006 3:00 pm
- Forum: Code Bugs & Suggestions
- Topic: Autobalance Issues
- Replies: 19
- Views: 807
I was there with Grim while we were testing this. During this, I had said that if I had Game Control, I'd set the Max Imbalance to 1 for games with less than 10 people. If I understand correctly, this would make the game function as it does now - the number of players on a side have to be 1 apart ...
- Sun Nov 05, 2006 9:02 am
- Forum: FAZ Development (Beta)
- Topic: When will Beta go live?
- Replies: 1
- Views: 245
- Sun Oct 22, 2006 6:32 am
- Forum: General
- Topic: Beta testing and balance
- Replies: 110
- Views: 17318
- Sat Oct 21, 2006 10:31 am
- Forum: General
- Topic: Beta testing and balance
- Replies: 110
- Views: 17318
I'd like to point out one thing about using a win/loss % rating for commanders. Those % numbers are only relevant once a significant number of games has been played. If you've got a max imbalance of 10% there will be odd situations for some people who are just beginning to command - specifically ...