<div class="IPBDescription">this has been fixed in 1.1...right</div> heheh, I just remembered this rather comicall "bug", and I'm guessing it's been fixed in 1.1, or has it... (the commander can tell the marines to build hive in 1.04, for anyone who didn't know)
That_Annoying_KidSire of TitlesJoin Date: 2003-03-01Member: 14175Members, Constellation
ROFL
okay then, I won't complain, it does tend to lighten up the game <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--mATTHEW KELLY+May 23 2003, 09:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mATTHEW KELLY @ May 23 2003, 09:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> PLease dont fix it, or make it a server side variable at the very least. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> seriosly, it would REALLY detract from the gaming expierience without those silly orders. or not.
The most useful thread ever <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
Though unless you can only order them to build a Hive that's in-process of building, this could be a bit exploited.. just order a Marine to each Hive, and whichever one is already built would not show up the 'build' order. With the Comm listen-in bug removed, and hopefully the RT-drop method of locating the hive removed, this could become the new exploit for finding out where the Aliens started. They have a random beginning position for a reason, guys.
<!--QuoteBegin--mATTHEW KELLY+May 23 2003, 04:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mATTHEW KELLY @ May 23 2003, 04:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> PLease dont fix it, or make it a server side variable at the very least. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> This seems to be the new fad for solving everything... from bunny-hop to scoreboard...
<!--QuoteBegin--Stung256+May 23 2003, 04:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stung256 @ May 23 2003, 04:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> seriosly, it would REALLY detract from the gaming expierience without those silly orders. or not. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Poll!!!1
<!--QuoteBegin--Dread+May 23 2003, 11:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dread @ May 23 2003, 11:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The most useful thread ever <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> you sire said it all in 4 words...
<!--QuoteBegin--Jefe+May 24 2003, 11:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jefe @ May 24 2003, 11:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> You need to lighten up dude... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> He got it right though.
<!--QuoteBegin--Talesin+May 23 2003, 05:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ May 23 2003, 05:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and hopefully the RT-drop method of locating the hive removed <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Wha??? But it makes absolute sense that a comm can't drop an rt if an alien rt already occupies that node. So why get rid of it simply because you can deduce a hive location from that?
You can figure out where there hive is a lot of ways. You can listen to it, rt drop, all kinds of stuff. Even good old fashioned scouting. Most of the poeple who exploit this are just llamas anyway.
<!--QuoteBegin--Talesin+May 23 2003, 05:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ May 23 2003, 05:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> With the Comm listen-in bug removed, <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> it's been remooved? thats not a good idea.. it's less realistic that way.. the comm has a sensor net work though the map.. he would beable to here things anywhere
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--QuoteBegin--mbeeston+May 25 2003, 10:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mbeeston @ May 25 2003, 10:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it's been remooved? thats not a good idea.. it's less realistic that way.. the comm has a sensor net work though the map.. he would beable to here things anywhere <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> This is a case of realism over gameplay, however. The hive starts in a random place for a reason, and being able to listen in right off the bat nullifies that.
if 2 marines just run to the 2 closet hives as soon as the game starts, you find out where their hive is really quickly! and can then instantly reloacate to the other one. This is only advisable if you have more than 3 players on the marine team, though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
I'd be more for (on the RT-drop side) having the Comm only see dropped buildings after they've been built, or with a Marine in LOS. You get the same noise for attempting to build on a built-RT as for trying to build on a standard one.. maybe add in a neutral 'be-beep' sound. At that point, only if you had Marines there or if you Sensor Swept would you be able to see if the RT actually dropped or not, and if there were any Aliens there or not.
And... if the Comm can't *see* the Hives/aliens, why the heck should he be able to hear them? It should tell you that it was unintentional that he was able to in v1.0x, with it being removed.
And maybe I should lighten up about bug exploits..... hmm. NAHHHHHH. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--Talesin+May 25 2003, 05:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ May 25 2003, 05:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd be more for (on the RT-drop side) having the Comm only see dropped buildings after they've been built, or with a Marine in LOS. You get the same noise for attempting to build on a built-RT as for trying to build on a standard one.. maybe add in a neutral 'be-beep' sound. At that point, only if you had Marines there or if you Sensor Swept would you be able to see if the RT actually dropped or not, and if there were any Aliens there or not. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Even if you remove all other indications, there's still the resource supply that reduces when dropping something. Preventing that would require that the resources are only spent when the building is actually built, and that reduces the risk of expanding. Maybe only allowing marines to build on a place they can see would be better.
<!--QuoteBegin--mbeeston+May 25 2003, 06:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mbeeston @ May 25 2003, 06:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Talesin+May 23 2003, 05:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ May 23 2003, 05:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> With the Comm listen-in bug removed, <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> it's been remooved? thats not a good idea.. it's less realistic that way.. the comm has a sensor net work though the map.. he would beable to here things anywhere <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Well, not only could I kill your argument gameplay wise, but I can do it "realism" wise also. (NS realism, that is.)
The bacteria has a nano-gridlock over the entire ship, which render's the commander's view down to a few things:
1. The layout of the map. 2. What the marines can see/hear.
The marines sorta "unlock" the grid as they spread their influence around it.
PulseTo create, to create and escape.Join Date: 2002-08-29Member: 1248Members, Constellation
edited May 2003
Talesin, no matter what they do it will still be possible to "cheat" and find the hive right away, its part of what the Quake engine is all about. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Comments
okay then, I won't complain, it does tend to lighten up the game <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
seriosly, it would REALLY detract from the gaming expierience without those silly orders. or not.
amen brother, amen
This seems to be the new fad for solving everything... from bunny-hop to scoreboard...
seriosly, it would REALLY detract from the gaming expierience without those silly orders. or not. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Poll!!!1
you sire said it all in 4 words...
you sire said it all in 4 words... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
hmm thats odd i counted 5
(:
Name time! Let's see who can come up with the best variable name. Winnah gets bragging rights.
Mines:
sv_buildhive
How original...
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> You need to lighten up dude...
He got it right though.
Wha??? But it makes absolute sense that a comm can't drop an rt if an alien rt already occupies that node. So why get rid of it simply because you can deduce a hive location from that?
Consider yourself pwned <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
it's been remooved? thats not a good idea.. it's less realistic that way.. the comm has a sensor net work though the map.. he would beable to here things anywhere
This is a case of realism over gameplay, however. The hive starts in a random place for a reason, and being able to listen in right off the bat nullifies that.
And... if the Comm can't *see* the Hives/aliens, why the heck should he be able to hear them? It should tell you that it was unintentional that he was able to in v1.0x, with it being removed.
And maybe I should lighten up about bug exploits..... hmm. NAHHHHHH. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Even if you remove all other indications, there's still the resource supply that reduces when dropping something. Preventing that would require that the resources are only spent when the building is actually built, and that reduces the risk of expanding. Maybe only allowing marines to build on a place they can see would be better.
Or perhaps have it subtract the RP regardless... a punishment for Marines who try to use it to exploit-glean information. 22RP Penalty, Marines!
it's been remooved? thats not a good idea.. it's less realistic that way.. the comm has a sensor net work though the map.. he would beable to here things anywhere <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well, not only could I kill your argument gameplay wise, but I can do it "realism" wise also. (NS realism, that is.)
The bacteria has a nano-gridlock over the entire ship, which render's the commander's view down to a few things:
1. The layout of the map.
2. What the marines can see/hear.
The marines sorta "unlock" the grid as they spread their influence around it.