I think the number of miners needs to be kept at 1 starting and 4 total. It teaches bad habits to newbie commanders.
Learn to d miners and run an econ instead of buying 6 and praying.
Allegiance R4 release
The same argument could be made for a number of other settings, all the money settings come to mind.Ozricosis wrote:QUOTE (Ozricosis @ Sep 25 2007, 02:28 PM) I think the number of miners needs to be kept at 1 starting and 4 total. It teaches bad habits to newbie commanders.
Learn to d miners and run an econ instead of buying 6 and praying.
I really don't see the distinction between "Outrageous starting money" and "6 initial miners". Both are decided by the GC and both would result in rather poor games (under most circumstances).
If you take the time to check game settings, check the miners.
I do see your point Ozricosis, why add another way for people to make poor games? We are just exposing parts of the game that were always there.

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BlackViper
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i don't know if you can think about this atm, but a "miner load" little bar in the HUD over the miners hp would be great.
edit: if this is already implemented sorry, i haven't had much time to play the beta. i did played it a couple times though.
edit: if this is already implemented sorry, i haven't had much time to play the beta. i did played it a couple times though.
Last edited by Evincar on Mon Oct 01, 2007 7:14 pm, edited 1 time in total.
Classifiable up to Trolleomorphism.
No, R4 does not add a miner load (%full) indicator. It has been talked about. I've not personally looked into it much but there are some comments in the code from the original devs about why they did not (could not easily) do this.

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More miners, and suddenly tac becomes much more fun. Though, if you spammed enough tf miners early, they could function as a carrier for scouts to assualt with.
Besides, the spin of death (I've flown enough with it) is a bit more fun as it gives the other team a bit more time to try and stop a nice, large cap.... *hides*
Besides, the spin of death (I've flown enough with it) is a bit more fun as it gives the other team a bit more time to try and stop a nice, large cap.... *hides*
AFAIK, the only settings that can be locked are 'game open' and 'skill level'.Jaeden wrote:QUOTE (Jaeden @ Oct 1 2007, 06:02 PM) BV, can't the game settings be locked in the server settings?
QUOTE (Lt_Duong_)Besides, the spin of death (I've flown enough with it) is a bit more fun as it gives the other team a bit more time to try and stop a nice, large cap.... *hides*[/quote]
The 'problem' with the 'spin of death' is that it was completely random and had little or nothing to do with the speed or angle that you entered the aleph and everything to do with a random number generator. Some randomness is good (like aleph positions and rock locations that impact both sides) but relying on a dice roll to determine if your cap run is successful or not isn't too good.
Last edited by Dogbones on Wed Oct 03, 2007 9:32 pm, edited 1 time in total.

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