I like this statement. It's why I started to comm to begin with.MonAG wrote:QUOTE (MonAG @ Jul 23 2012, 10:23 AM) Actually, you can feel free to command as you like. If ANYBODY doesn´t like it, then HE can command. Commanders we are lacking, complainers we got plenty...![]()
Pods Off
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TangoVictor
- Posts: 562
- Joined: Sat Sep 19, 2009 2:07 am
- Location: USA
Dome wrote:QUOTE (Dome @ Dec 12 2012, 05:09 AM) I thought Tango was a 35 y/o Virginian tobacco farmer before I found out he's the same age as my sister. =P
"You may say that I'm a dreamer, but I'm not" -John Lennonblake420 wrote:QUOTE (blake420 @ Feb 16 2013, 04:42 AM) bah, you can't just take the asl and like it? fine you are demoted to TangoVictor's personal concubine.
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qqmwoarplox
- Posts: 1647
- Joined: Thu Feb 09, 2012 8:18 pm
Yes. This is one of several ideas I've been playing with of ways to increase player base.
Face it, newbies spend a lot of time in pods.
Turning off pods, will remove that as a negative from the game hopefully leading to increased newbie retention.
However as Spunky has pointed out it makes bombing significantly harder as the defenders get multiple goes at you.
If this is to become the main game time played then bombers/shipyard would need to be rebalanced.
Small games pods off, as suggested is a good idea.
imho, 10v10 is probably a bit large for having pods off. Slightly smaller games having pods off probably won't break the balance too badly.
I'll try and flesh out the other ideas floating around in my head a bit more after work and post them up for other people to kick the tires.
Face it, newbies spend a lot of time in pods.
Turning off pods, will remove that as a negative from the game hopefully leading to increased newbie retention.
However as Spunky has pointed out it makes bombing significantly harder as the defenders get multiple goes at you.
If this is to become the main game time played then bombers/shipyard would need to be rebalanced.
Small games pods off, as suggested is a good idea.
imho, 10v10 is probably a bit large for having pods off. Slightly smaller games having pods off probably won't break the balance too badly.
I'll try and flesh out the other ideas floating around in my head a bit more after work and post them up for other people to kick the tires.
Or we could all just make a pact to PK all people rank 5 and under out of niceness and to help preserve our increasingly fragile community.
I've been doing it forever, I remember the first time I played Battlefield after being a major Halo player. Where 5 second re-spawn times turned into 12 second re-spawn times. And lemme tell you, the jump from 5 seconds to 12 was a big deal for me. That 12 seconds feels like forever when all you want to do is get back in the mix to try blasting people again. I hated it.
I'm used to the 5 minute pod walk home now (good pilots made sure of that ;D ), and probably most of you don't mind it even if it does suck a little.
But we have to remember these guys are coming from games where the goal is to pump as much action into the user in the shortest amount of time possible. Allegiance is not that kind of game.
I know Allegiance isn't a game for people without patience. Just getting the basic controls down requires more patience than entire COD games. But we should try to make the transition as easy as possible for the newbies.
Newbies are probably experiencing something similar to what I felt when I first started Alleg. It's like being tossed into a cold pool after being cozy and warm for a very long time.
I for one found it refreshing that allegiance not only tests your twitch skill and mental skill, but it really does test your character to a certain extent. Allegiance tested my patience and I liked it, its something I hadn't experienced in a game before. But that might scare some newbies off. The least we can do is help ease them into the pace of allegiance, help guide them through their baby steps into a new kind of game, till they eventually learn to run in space.
I don't see why we should turn pods off. It would be cool to shorten the life span of pods for newbies, but we shouldn't have to do that either.
Also: Allegiance is balanced with pods in mind, and taking pods off will cause balance issues for sure.
I mean, there's no way pod speeds and oxygen levels are chosen at random.
EDIT: I just read ChaoticStorm's post and realized how similar our posts are. I wrote my post without even glancing at his, meaning probably we are both right and pods should stay.
I've been doing it forever, I remember the first time I played Battlefield after being a major Halo player. Where 5 second re-spawn times turned into 12 second re-spawn times. And lemme tell you, the jump from 5 seconds to 12 was a big deal for me. That 12 seconds feels like forever when all you want to do is get back in the mix to try blasting people again. I hated it.
I'm used to the 5 minute pod walk home now (good pilots made sure of that ;D ), and probably most of you don't mind it even if it does suck a little.
But we have to remember these guys are coming from games where the goal is to pump as much action into the user in the shortest amount of time possible. Allegiance is not that kind of game.
I know Allegiance isn't a game for people without patience. Just getting the basic controls down requires more patience than entire COD games. But we should try to make the transition as easy as possible for the newbies.
Newbies are probably experiencing something similar to what I felt when I first started Alleg. It's like being tossed into a cold pool after being cozy and warm for a very long time.
I for one found it refreshing that allegiance not only tests your twitch skill and mental skill, but it really does test your character to a certain extent. Allegiance tested my patience and I liked it, its something I hadn't experienced in a game before. But that might scare some newbies off. The least we can do is help ease them into the pace of allegiance, help guide them through their baby steps into a new kind of game, till they eventually learn to run in space.
I don't see why we should turn pods off. It would be cool to shorten the life span of pods for newbies, but we shouldn't have to do that either.
Also: Allegiance is balanced with pods in mind, and taking pods off will cause balance issues for sure.
I mean, there's no way pod speeds and oxygen levels are chosen at random.
EDIT: I just read ChaoticStorm's post and realized how similar our posts are. I wrote my post without even glancing at his, meaning probably we are both right and pods should stay.
Last edited by j0akes on Tue Jul 24, 2012 5:06 am, edited 1 time in total.
Streaming all game now till forever. Twtich.tv/The_Nerd_Sweeper
$#@! @#(! up Till the END of time.
$#@! @#(! up Till the END of time.
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qqmwoarplox
- Posts: 1647
- Joined: Thu Feb 09, 2012 8:18 pm
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ChaoticStorm
- Posts: 894
- Joined: Sat Sep 05, 2009 2:38 pm
- Location: .
Limited Lives Pods Off games were clutch when it was like 15v15. Cuz 1 person could win the game for you by just killing everyone. I liked those games.
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
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ChaoticStorm
- Posts: 894
- Joined: Sat Sep 05, 2009 2:38 pm
- Location: .
It is 5 minutes at the moment.Papsmear wrote:QUOTE (Papsmear @ Jul 24 2012, 08:56 PM) What about shortening the air time in pods?
Right now it's about what 10 minutes of air until you die? How about 5 or 3 or something?
Sometimes I appreciate getting podded so I can have a quick bathroom break and it gives me a chance to grab another beer!

