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About adding more depth to combat: Yes. Totally.
But without changing the core mechanics/principles please. Res for kill and a more deathmatchy gameplay is the whole purpose of combat.
Good options for more depth (some … -
Jibrail:
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You can find further documentation, including the full source code and config files for both xmenu (ExtraLevels 3), CombatBuildings and LateJoinXP here:
in Combat Mode Relaunch Comment by Security April 2013 -
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Why? All that was extremely fun and worked just fine on NS1 Combat Servers with CombatBuildings Plugin!
Sometimes I get the feeling that people are just complaining about random things, for the sake of complaining.
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Balancing things by removing features is never a good idea. I thought we would have learned that much from the exo/onos removal. ;]
Limiting number per players, increasing the cost or adding a cooldown tim…(Quote)
He is right with what he is trying to say though, which still is: People like different things. So let everyone have what they want. ;](Quote)
Indeed.(Quote)
I think that you are wrong.
If there were options available, I would have further limited exos and onos (1 or 2 per team at max, depending on number of players) a long time ago already, thus solving the problem and making dra…(Quote)
What if there was a change of the default settings of a mod, which you didn't like at all, but there were a few servers that reverted those changes, because the admins were able to do so, thanks to config options?
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I would like to have options to:
- Enable/disable/edit the MOTD
- Enable/disable upgrades, weapons, lifeforms and buildings
- Change the cost of upgrades
- Change the limit of weapons and lifeforms a…(Quote)
Also, when I just tried, they did die after I was not gorge anymore.
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Fully agreed.(Quote)
Thanks, this made my day.
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This.
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I can confirm this sort of thing happening, eventhough I am not sure what it is caused by.(Quote)
I have to agree. I really like it when developers share their thoughts, intentions and future plans about things, instead of leaving us in the dark.Just listen to Max. He is awesome. ;]Natural Selection 2 is supposed to be THE most moddable and mod-friendly game. This was long overdue and there is more to be done.
Always remember that without Plugins/Mods, NS1 would not have survived for that long, and its very likely …(Quote)
Finally. Thanks for this one. :](Quote)
Yes - further limiting and/or increasing the cost would be a better solution.(Quote)
Fully agreed.I liked weldable things in NS1 Combat Maps quite a lot. Those added some more tactics and depth to the game.
And oh, the feeling of SUCCESS when actually managing to sneak past the alien team to weld open the phasegates.. :] OR successfu…(Quote)
Sounds awesome. :]
Just make sure to add config options in CombatMod.cfg for everything please. (Numbers and sort of buildings per player/team would be important)
I'd personally also love an option to enable/disab…Agreed. Keep up the good work on combat mod. :]
Looking forward to the new features.I think that slower leveling / less xp awarded would be a good solution. This should be configureable by server admins.(Quote)
Indeed. More configurability would be nice generally. :](Quote)
Have you played NS1 Combat? Any constructive suggestions on how to improve things?
Looks good so far. Added the map to EDNK's mapcycle for further testing. :](Quote)
I like the general idea of devour in combat. :] I'm still sad that it didn't make it from NS1 to NS2.
It does need some work, I agree. The visual is very ugly indeed and should be replaced with the original one from NS1…(Quote)
Agreed. xmenu + combatbuildings added A LOT more long-term motivation to NS1 Combat.
Should be properly restricted and configurable by server admins though, as one of the nice things in NS2 Combat is the greatly improve…Dev response on this matter would still be appreciated. :]