Allegiance R4 release

Allegiance discussion not belonging in another forum.
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Dogbones
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Post by Dogbones »

I am posting this in general as there has been very little feedback regarding a few 'game play/balance' changes.

For a full list of changes FAZ R4 beta

I've pulled out the highlighted ones

Added #mutiny command to propose an overthrow of the commander by the player who typed the command. Commanders do not see the vote, and automatically vote "no." [Proposed change, require a 3/5th or 2/3rd majority for it to pass]Commanders can now force their players to stop/resume donations. The "Stop Donating" button is now 'pressable' by commanders only.Rotation rates have been limited for ships with high mass, removing the capship "spin of death".Drone AI has been tweaked in the following ways:
Drones now check to see if a sector you own (only your bases) is hostile (has more enemy ships than you do) before entering. This can be overridden by issuing a manual order. Previously any sector you controlled was considered 'safe'. Drones with the 'cowardly' attribute (like miners) won't enter hostile sectors.
Drones don't have to completely stop turning before 'entering' (their forward speed is unchanged). This applies to constructors planting in rocks and miners/cons/carriers docking at stations.Edit: corrected this description
Drones no longer attempt to dodge friendly craft when "entering". This applies to constructors planting in rocks and miners/cons/carriers docking at stations ONLY during the very last stages of their approach.
Miners won't run if slightly damaged (less than 5% hull damage), previously they would run even if slightly 'scratched' or continue to run if not healed to 100% hull.

We will likely be posting a series of forum polls and/or ASGS polls to get your feedback.

I would encourage EVERYONE to play the beta (R4 beta installer). We are getting close to release so speak up now !!!

Feedback in this thread is fine but if it looks like one issue (like say #mutiny) is being debated back and forth generating a lot of traffic, please take it to thread in the beta forum specific to that one issue.

Dog
Last edited by Dogbones on Fri Sep 14, 2007 1:40 am, edited 1 time in total.
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Gandalf2
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Post by Gandalf2 »

We need big testing on Wednesday - can we get ASGS/MOTD messages and the like?

Hurrah for no spin of death! (amusing as it is sometimes)
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Andon
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Post by Andon »

1: Added #mutiny command to propose an overthrow of the commander by the player who typed the command. Commanders do not see the vote, and automatically vote "no." [Proposed change, require a 3/5th or 2/3rd majority for it to pass]

Both good and bad - It can be used to get a clueless/AFK comm out easily, but it could also be very easy to get rid of a new comm. Onl one person has to propose it, and a lot of people will just fly, not even thinking about it, and vote yes anyway.

I think that it should need 2 different people to propose it, and if it fails, it'll go '(Name) and (Name)'s proposal for mutiny has failed' to everyone, including the commander (Not sure about the last bit, if it's in R4 or not)

2: Commanders can now force their players to stop/resume donations. The "Stop Donating" button is now 'pressable' by commanders only.

Won't have to deal with non-donating noobs again!

3: Rotation rates have been limited for ships with high mass, removing the capship "spin of death".

I hate spin of death - So this is good!

4: Drone AI has been tweaked in the following ways:
Drones now check to see if a sector you own (only your bases) is hostile (has more enemy ships than you do) before entering. This can be overridden by issuing a manual order. Previously any sector you controlled was considered 'safe'. Drones with the 'cowardly' attribute (like miners) won't enter hostile sectors.
Drones now "enter" at a faster speed. This applies to constructors planting in rocks and miners/cons/carriers docking at stations.
Drones no longer attempt to dodge friendly craft when "entering". This applies to constructors planting in rocks and miners/cons/carriers docking at stations.
Miners won't run if slightly damaged (less than 5% hull damage), previously they would run even if slightly 'scratched' or continue to run if not healed to 100% hull.All of these seem good.
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Cadillac
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Post by Cadillac »

A couple suggestions and a question:

Suggestion: Allow people who done have GC, to access the drop down menus on the game settings page. They wont be allowed to make changes of course, but it is really annoying for the other commander and perhaps other players when they cannot see the drop down menus on the game settings (just to see what options can be chosen). Especially useful for older players helping newer commanders I should imagine.

Other related suggestions: Give both commanders GC. (Why not?)

Question:

Is there any hope of Allegiance being able to made runnable (excuse poor english) on OS's such as Linux in the future?

(I am informed that it something to do with ASGS and not the game itself apparently, am I right?)
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Kap
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Post by Kap »

The only thing I don't like is the spin of death point, I tought it was a feature and I like it.
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Malicious Wraith
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Post by Malicious Wraith »

Drones... its good that they now avoid friendly ships, but I dont like the idea of a drone entering "Faster". Their current "Entering Speed" is well balanced imho.
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Pos_21
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Post by Pos_21 »

Next weekend, turn off the main lobby and play on beta the whole weekend.

Ideally with the main servers running R4 servers so we're not ruining the beta server with 120 people.

"Don't screw around with the $#@!head. Trust the $#@!head."
juckto
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Post by juckto »

QUOTE Drones now "enter" at a faster speed. This applies to constructors planting in rocks[/quote]
I'm not sure I like this. A few times I've seen cons die as they dive because the opposing team was shooting at the arse end of it poking out of the build sphere. Be a shame if that's neutered.
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Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
jgbaxter
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Post by jgbaxter »

QUOTE
[*]Added #mutiny command to propose an overthrow of the commander by the player who typed the command. Commanders do not see the vote, and automatically vote "no." [Proposed change, require a 3/5th or 2/3rd majority for it to pass][/quote]

I like it if it has at least 2/3 majority to pass, I'd ignore all abstains in determining success or not.


QUOTE
[*]Commanders can now force their players to stop/resume donations. The "Stop Donating" button is now 'pressable' by commanders only.[/quote]

Love it.


QUOTE
[*]Rotation rates have been limited for ships with high mass, removing the capship "spin of death".[/quote]

Love it.


QUOTE
[*]Drones now check to see if a sector you own (only your bases) is hostile (has more enemy ships than you do) before entering. This can be overridden by issuing a manual order. Previously any sector you controlled was considered 'safe'. Drones with the 'cowardly' attribute (like miners) won't enter hostile sectors.[/quote]

Likey.


QUOTE
[*]Drones now "enter" at a faster speed. This applies to constructors planting in rocks and miners/cons/carriers docking at stations.[/quote]

Not likey.


QUOTE
[*]Drones no longer attempt to dodge friendly craft when "entering". This applies to constructors planting in rocks and miners/cons/carriers docking at stations.[/quote]

Love it.


QUOTE
[*]Miners won't run if slightly damaged (less than 5% hull damage), previously they would run even if slightly 'scratched' or continue to run if not healed to 100% hull.[/quote]

Not sure.
n.b. I may not see a forum post replied to me or a pm sent to me for weeks and weeks...
l1ngus
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Post by l1ngus »

We tried the #mutiny feature last wednesday and i didn´t like, that it´s possible to spam it easily.
I really got confused by a votespam of 3 different people and so did some others. The result was, that command circled several times and we were about to lose because of the resulting chaos and anarchy (i.e. none of them had the time to plant a con, etc...).

Imagine the situation, that some vets are explaining to some newbs to hit "y" and during that time there appears a 2nd vote by someone else and that second person becomes voted by accident. After that there´s a lot of confusion and a vet calls to vote again, but in that moment the first commander starts a vote and becomes teamleader again and you vote again....

Infact there is a difference to a #resign spam, since it doesn´t matter for the result, who proposes a resign. But at a #mutiny-vote it´s quite important. So I think it should be limited somehow.

Perhaps it should be impossible for the overthrown commander to revote (at least for some minutes) or perhaps the overthrown commander should be booted from the team automatically. Or just a general timelimit, like only 1 vote per minute possible...



Edit: Oh sorry i didn´t realise, that the overthrown commander gets booted automatically. In the Beta-testing-game he just came back with another callsign.
Last edited by l1ngus on Mon Sep 10, 2007 12:11 am, edited 1 time in total.
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