NS2 missing scoreborddisplays
Me9a
Join Date: 2008-03-27 Member: 63981Members
<div class="IPBDescription">wheres servername on scorebord/gametime/mapname</div>Hi there
as i am an hardcore ns1 player i can say ns2 is allready pretty good and its allready a lot of fun
but i regoniczed that ns1 scorebord displays servername, gametime and mapname on top what ns2 scorebord dosnt
i bet it isnt that much work to add in and its helpfull for sure.
and ns1 has mapvote..
so is it possible to add in an basic map vote for ns2 ?
my suggestion for the powernode/investion mechanic is:
let connected investation damage power nodes in range
and lighted (online/powerd) power node areas damage unconnected investation in range could be intresting.
i have to say the lastest patches where pretty awesome good bugfixes and i like the shade a lot so awesome work from you guys
MFG Mega
as i am an hardcore ns1 player i can say ns2 is allready pretty good and its allready a lot of fun
but i regoniczed that ns1 scorebord displays servername, gametime and mapname on top what ns2 scorebord dosnt
i bet it isnt that much work to add in and its helpfull for sure.
and ns1 has mapvote..
so is it possible to add in an basic map vote for ns2 ?
my suggestion for the powernode/investion mechanic is:
let connected investation damage power nodes in range
and lighted (online/powerd) power node areas damage unconnected investation in range could be intresting.
i have to say the lastest patches where pretty awesome good bugfixes and i like the shade a lot so awesome work from you guys
MFG Mega
Comments
i bet it isnt that much work to add in and its helpfull for sure.<!--QuoteEnd--></div><!--QuoteEEnd-->
This would be sweet. Especially the gametime. I heard some chatter about it some time ago, but can't remember what they concluded with. It's still on the forums, but don't have time to look for it right now.
<!--quoteo(post=1869045:date=Aug 15 2011, 01:47 PM:name=Me9a)--><div class='quotetop'>QUOTE (Me9a @ Aug 15 2011, 01:47 PM) <a href="index.php?act=findpost&pid=1869045"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and ns1 has mapvote..
so is it possible to add in an basic map vote for ns2 ?<!--QuoteEnd--></div><!--QuoteEEnd-->
AFAIK servers have to be restarted to change maps(in other words, boot all players and shut it down - change map - start server). This could have been fixed, but that was the way it worked earlier at least.
On top of that, there's not a whole lot of maps to chose from just yet. At least not maps that are streamlined quite enough to make a good game.
When more maps are introduced(from UWE) I'm sure a votemap feature will be implemented.
<!--quoteo(post=1869045:date=Aug 15 2011, 01:47 PM:name=Me9a)--><div class='quotetop'>QUOTE (Me9a @ Aug 15 2011, 01:47 PM) <a href="index.php?act=findpost&pid=1869045"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->my suggestion for the powernode/investion mechanic is:
let connected investation damage power nodes in range
and lighted (online/powerd) power node areas damage unconnected investation in range could be intresting.<!--QuoteEnd--></div><!--QuoteEEnd-->
While the idea sounds ok at first, I can see this being "abused" to some extent.
It will make it virtually impossible for marines to get any foothold in the map, since the alien com can take out powernodes on one side of the map and the alien ground troops can take out the powernodes on the other side of the map. When marines try to push either side after the blackout, they'll have to either spend a lot of resources on powerpacks or spend a lot of time to rebuild the powernodes - time they could have spent on building a stronghold instead. It will make the game longer than they currently are and aliens will have an easier time trying to build up their hives.
If the marines try to push hard at the start instead of teching up and waiting for the map to be alien controlled they'll stand a better chance at a fast game since they have a chance of killing the hive before dying themselves - although a slim one. Should they die, the alien com has already taken out quite a bit of the powernodes on the side they didn't go through to get to the hive.
All in all, it leaves the side without marines too vulnerable, since the alien com can just sneak his croach up to marine strongholds and take out the powernode with little to no effort.
Should the marines try to defend it, the aliens will have a clear shot at the base/other strongholds/rts on the other side of the map.
please dont makr adsumptions, that is what gets UWE to rage quit the idea to a later build [lol].
<u><a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114208" target="_blank"> Server Variables in score board, "server name", "actually played map", "game time&#</a></u>