IMPORTANT: REDDIT

Tactical advice, How-to, Post-mortem, etc.
Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

I agree setting up commanders is huge issue, but if one of the answers is going to be commanderless games, it HAS to be each player with individual income. A single pool would be wasted in short order.

It's actually interesting to start with everyone not donating, and a natural "commander" to emerge during the game. The only real sticking point I can see is the startup where money needs to be spent quickly and a mistake here will immediately cost the game. One way to alleviate that is to start with no money and perhaps one of each small constructor and drone as an option.

But what's really needed is a proper commander-pick/voting interface and proper commander ranking (which kind of exists now but needs some improvement eventually)
Last edited by Spunkmeyer on Sun May 27, 2012 3:30 pm, edited 1 time in total.


Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.

JimmyNighthawk
Posts: 1370
Joined: Mon Jul 07, 2003 7:00 am
Location: Lebe hinter dem Mond.

Post by JimmyNighthawk »

Shizoku wrote:QUOTE (Shizoku @ May 25 2012, 01:10 AM) Defintely mention that July 4th game, it should be a good time with lots of old farts who now suck at flying.
I would ask that those fourth July - whose statements within the game - on 140 characters are limited, and then following quickly on a Twitter transmitted API streaming "blah blah". "
"The Show must Go On!"

"... did ya copy?" :ninja: . . .
/edit reason:
Proudly feat. by Microsoft Translation Software
Last edited by JimmyNighthawk on Sun May 27, 2012 4:01 pm, edited 1 time in total.
Beschenkt die Starken!
Schröpft die Schwachen,
und die Armen schlagt ans Kreuz!

Wir hängen nicht am Leben,
doch an einem Traum!
TheAlaskan
Posts: 2256
Joined: Tue Apr 03, 2007 2:15 am
Location: Denver, CO

Post by TheAlaskan »

phungus420 wrote:QUOTE (phungus420 @ May 27 2012, 03:53 AM) If you want to save the game, PUGs need to have the option to go commanderless and just have the $$$ in a team pool (not indivual players, as that would be obviously broken) that can be invested by anyone on the team who thinks about it. This is the only way to stop the 20+ minute waits between games. This is why I stopped playing at least, not good enough to command (and if I try I get stacked against, which I understand since I suck at commanding, but it's an important reality that effects alot of people who might comm), and neither are most other players, so everyone just sits on NOAT with games never starting.
-1

One person needs to be in charge. People need to become better commanders.
BackTrak
Posts: 2079
Joined: Thu Mar 08, 2007 4:52 am
Location: Chicago, IL
Contact:

Post by BackTrak »

People have been saying that for years, but it doesn't happen all that often.

I had this thought a while back, maybe it's time to offer a commanderless game mode?

http://www.freeallegiance.org/forums/index...=63094&st=0

If the Allegiance recipie was an unqualified success, we'd still be playing on the Zone and paying MS $10 a month. But it's not perfect. If you look at other online games, not very many of them are waiting for humans to ready up and launch any more. I don't think we have a big enough player base to do "auto join game with groups of friends", but we could eliminate the "waiting for commanders" detraction.
ImageImage
vogue
Posts: 1971
Joined: Sat Mar 27, 2010 3:28 am

Post by vogue »

BackTrak wrote:QUOTE (BackTrak @ May 27 2012, 12:54 PM) People have been saying that for years, but it doesn't happen all that often.

I had this thought a while back, maybe it's time to offer a commanderless game mode?

http://www.freeallegiance.org/forums/index...=63094&st=0

If the Allegiance recipie was an unqualified success, we'd still be playing on the Zone and paying MS $10 a month. But it's not perfect. If you look at other online games, not very many of them are waiting for humans to ready up and launch any more. I don't think we have a big enough player base to do "auto join game with groups of friends", but we could eliminate the "waiting for commanders" detraction.

yo why haven't i ever seen that post before, i'd def be down to play that game mode if no one was stepping up to command

but my one concern is balance. pretty much a lot of that seems to be random and based on luck with a little bit of skill if you use the current treasure generating system
phoenix1 wrote:QUOTE (phoenix1 @ May 5 2013, 08:35 PM) Vogue is clearly #1 and commanding against him feels like commanding against Spideycw at times... though he lacks that little bit of "I don't care who's on my team or what the factions are, it's going to be a stomp anyways" that Spidey managed to pull off in his heyday.
CronoDroid
Posts: 4606
Joined: Sun Nov 06, 2005 8:00 am
Contact:

Post by CronoDroid »

vogue wrote:QUOTE (vogue @ May 27 2012, 10:47 AM) yo why haven't i ever seen that post before, i'd def be down to play that game mode if no one was stepping up to command

but my one concern is balance. pretty much a lot of that seems to be random and based on luck with a little bit of skill if you use the current treasure generating system
That could be interesting.

Maybe a game mode like Company of Heroes. Instead of capture points, you have ops/techbases preplaced on the map (this would have to be set, rather than randomized in the interest of fairness). You start out with a certain level of basic tech, and HTTs. When you cap a base, it generates money or unlocks better tech, depending on the sort of base.

Winning could depend on either capping all enemy bases or holding certain sectors for a length of time, like in CoH.

Of course this wouldn't be as strategically complex as Conquest but it would be a faster paced, more action oriented game mode that attracts the youth of today.

As opposed to BackTrak's ideas about treasures, I think tech and money should be tied to bases to stop people running around picking @#(! up all the time, and to keep things fair. It would also encourage hoarding resources (cash), whereas a large team wide pay day would keep things Fair and Balanced. Scout pilots could of course donate their money to whores so they always have an int to run around in.
raumvogel
Posts: 5910
Joined: Sun Jul 20, 2003 7:00 am
Location: My lawn
Contact:

Post by raumvogel »

I have been barking about the need for Autocomm for years. It's long over due.
Image
Elzam_
Posts: 2242
Joined: Tue Nov 17, 2009 8:30 pm
Location: Here

Post by Elzam_ »

If autocomm were implemented, you'd probably just see autocomm's drones being ordered around by subcomm player X and then it's a game of which team has a better subcomm.
A hero is not one who never falls, but one who gets up again and again, NEVER losing sight of one's dream!
Image
Terran
Posts: 3444
Joined: Sun Feb 20, 2005 8:00 am
Location: Ottawa

Post by Terran »

CronoDroid wrote:QUOTE (CronoDroid @ May 27 2012, 03:46 PM) That could be interesting.

Maybe a game mode like Company of Heroes. Instead of capture points, you have ops/techbases preplaced on the map (this would have to be set, rather than randomized in the interest of fairness). You start out with a certain level of basic tech, and HTTs. When you cap a base, it generates money or unlocks better tech, depending on the sort of base.

Winning could depend on either capping all enemy bases or holding certain sectors for a length of time, like in CoH.

Of course this wouldn't be as strategically complex as Conquest but it would be a faster paced, more action oriented game mode that attracts the youth of today.

As opposed to BackTrak's ideas about treasures, I think tech and money should be tied to bases to stop people running around picking @#(! up all the time, and to keep things fair. It would also encourage hoarding resources (cash), whereas a large team wide pay day would keep things Fair and Balanced. Scout pilots could of course donate their money to whores so they always have an int to run around in.
that sounds awesome
JimmyNighthawk wrote:QUOTE (JimmyNighthawk @ Jun 30 2013, 11:32 PM) "Bavarian Sausage Anti-Ketchup Soap"[*]
aem
Posts: 1471
Joined: Sat Apr 02, 2005 8:00 am
Location: Charlotte, NC

Post by aem »

A weakness of Allegiance is definitely having only one good game type. I haven't been in game much for years, but if lack of commanders is a problem, more arcade like game types would help. I don't think there is any point discussing this though. We probably only have had a few devs capable of something on this scale and I don't think any are active. I wish I was knowledgeable enough to work on projects this involved, but I am more of a web developer and haven't looked at C++ since R3 or R4.
Last edited by aem on Mon May 28, 2012 8:06 am, edited 1 time in total.
Post Reply