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[TCEagles]crashbx
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Beitrag Titel: spark new fire on HC- some of new ideas
Verfasst am: 26.01.10 23:37
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Greetings

I was talking with my clan m8 about how to make things more alive again on hc because clearly some people are getting bored now...

Suggestions:

1st: Making Clan battleship possible to change undocking position by paying some amount of credits, only possible to do in shipyards or planets or other clan allies bases.
This way we could get more potential to use clanbattleship as Carrier or Invasion Platform in enemy territory.

2nd: Trying to Combine HHCKK and clan wars into clans taking over control over systems. How this could work ?
Make new map like this capture map: http://freelancerserver.de/v2/fl_capturemap.php

Update it with new active clans and simply in percentage (pie shape) how much some clan got control of system based on numbers of bases in. Based on that there should be special prewarn system if some clan is taking over some system so defenders can go kill attackers and capture the system back.

This could be called Domination system, for the time until also dynamic clan bases come.

Please tell me what u thinking

P.S. I forgot to put vote so if some moderator can add poll for it what people think about it.

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Beitrag Titel:
Verfasst am: 26.01.10 23:43
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The first Point sounds quite good.But I guess the changes of the "Spawnpoints" should be limited, like three in a Month.

According the Second Point, it sounds quite interesting.But, following the Rules of the HHCKK, the Number of Players should be equal to the Aggressors/Defenders.

Edit, I just noticed that i can`t type the Word "Wiedereintrittspunkt" properly within one try, but a whole English post.Interesting.

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Beitrag Titel:
Verfasst am: 27.01.10 15:05
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@1st:
We could try to find a few bases spread around the universe where you can dock your battleship.
In general i would say. They have to be unimportent for trading or getting equipment and they should not block traderoutes.
Allied Bases usually have their own Battleships. Do we need more than one on the same base?

@2nd:
The HHCKK uses a lot of player- made and player - enforced rules.
Porting those rules to an automated dominaten system is nearly impossible.
I guess it would be easier to invent new ones. But someone will have to invest a lot of time for that ^^
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Beitrag Titel:
Verfasst am: 27.01.10 15:25
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oh new ideas topic? I have plenty of new ideas. (Like i got flags removed, but no one wanted to make a betting system for HCL, 4strafe hasnt been removed and so on).

Here is another one.

Give 200 cms to all Fighter ships. I hate missiles! and I keep running out of cms!....

Seriously missiles are imbalanced, especially when you run out of cms.... Ofc traders needs to be able to run out of them, or they would always get away from CDs.
But fighters dont need to run out so quickly.
Most spammers can get u to use 50 cms in 3 fights. This makes sure that people use missiles, to avoid getting rampaged, and then start spamming cds and missiles. Because they know, as soon as you are out of cms you are dead, because those lancers and cannonballs and catapults, will go through loops for them, turning and twisting.
Torps are slower than missiles, and they cant be mounted with a wasp, so its impossible for torp users to spam cms down to 0.

so = Counter measures are good, and they balance fights, therefor = fighters need more cms.
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Beitrag Titel:
Verfasst am: 27.01.10 15:39
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I don't know what happend to your HCL idea, but removing 4 strafe permanently requires hacking into FL - we have very limited capacity in that area of programming.

Crashbx's ideas can be scripted. There will be some things we will have to sort out first. But the main work can be done by one of the IRC Bot owners for example.

About the 200cms idea:
I don't know if there is a way to raise the 50 cm limit without raising the number of rockets a player can carry.
And I'm not sure if it can be done with an optional mod.

PS: Deactivate your CMs when your shield is up, it doesn't help much, but it helps.
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Beitrag Titel:
Verfasst am: 27.01.10 15:51
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Zum Bot. Was müsste den geschrieben werden? Wo soll was für eine Nachricht hingesendet werden?
So schwer wird das nicht sein.

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Beitrag Titel:
Verfasst am: 27.01.10 16:01
Antworten mit ZitatNach oben

I believe ~3/4 year ago, I had the idea to adapt the "hold the base" missions to a kind
of domination system. available to all active clans and not the actual hard coded clans.

w0dk4 brought me to give it up because of the dynamic base system. but it is like
duke nukem forever. probably it will never come... ^^

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Beitrag Titel:
Verfasst am: 27.01.10 16:15
Antworten mit ZitatNach oben

About the clan wars Idea , here's what I think we should do :
The idea of "capturing" base was tried before (not on HC , but on other servers) and it failed because how subjective a fight can be.None or less , this kind of war

will probably lead to abuse and flame.

Instead I have a far simpler idea which could be more effective.

Introducing a "Siege Awareness" system.

Nothing will be implemented in the game itself , but rather on a forum or if people have a bit of free time and the will to do it , on a website.The way it is right

now the base attacks can get lame if people want it to.Things like attacking the base after 1-2 AM , F1ning with cruisers , using all kinds of cheap tricks just to blow up a texture , which for them means "victory".


Anyway back to the idea.Prior to a planned attack , the attacking part will post a message on the forum/website regarding the attack.

    Rules :
    → The announcement has to be posted 1 week prior to the attack so the counter part has enough time to prepare.
    → The attackers will not give an exact time of the attack , but a period ( let's say 3 days should be enough ) in which the siege could take place.To avoid any future flame both the attacker and the defender have to agree on a time period in which the attack can take place ( min. 2 hours , max 6 or 8 hours. , also the period should not go beyond 2 AM or before 3 PM )
    → Other details regarding the attack ( eg Fleet Size , Type of Vessels ) should not be posted.If the defenders want to find out they should keep an eye on the server during the Siege period , and scout for eventual enemy fleets.


Some rules regarding solo attacks or not announced ones should be introduced to prevent the solo attacks at 3-4 AM or during Major Holidays.

Most of the clans don't really care about their base , because they know they can't do much if someone attacks them at 3-4 AM , or if they launch a huge attack when they know that the opponent is usually offline.

The Siege Awareness should change that.It's a different feeling when you know the enemy is going to attack you , although keep in mind that I said an exact time of the attack will not be given , just a period.Also it's not about the texture itself it's about the prestige.It's one thing when a solo lamer shoots your base and F1ns when you come to defend it and a whole other when you have 2 fleets fighting for victory.


The idea is still a rough sketch , but if you like it , I'll start working on improving it , for now I would like some feedback.
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Beitrag Titel:
Verfasst am: 27.01.10 16:29
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whats about "HCL Basedefend"?^^

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Beitrag Titel:
Verfasst am: 27.01.10 18:45
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1. idea: Top

2. idea: Bad

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Beitrag Titel:
Verfasst am: 27.01.10 21:12
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Zitat:
Give 200 cms to all Fighter ships.

make a betting system for HCL

\o/

Zitat:
4 strafe hasnt been removed and so on



I got also some ideas (Razz) :
Whats about automatically deactivating a players weapons in pvp for some mins if he violates the limits while he is shooting someone who is not in group instead of kicking him? If the group thing works it would be still possible to do funpvp with massive lag.

@Wagner you can't destroy a base with an equal number of defenders.
Especially not as long as the flak-turrets cause lag and make it impossible to fight near the base.
Its even possible to defend a base with 3 pilots against about 15 attackers. Not always but at least sometimes.

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Beitrag Titel:
Verfasst am: 27.01.10 21:28
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Nosferatu hat folgendes geschrieben:
I don't know what happend to your HCL idea, but removing 4 strafe permanently requires hacking into FL - we have very limited capacity in that area of programming.



I must admit i am slightly confused!? In "real" vanilla FL there is no 4strafe, so I thought it must be rather simple to "deactivate" it??
Confused
Maybe some enlights me


First idea of crash sounds quite cool, it would be nice to try it

Second idea I am afraid leads to keen competition between some (not all) clans

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Beitrag Titel:
Verfasst am: 27.01.10 21:29
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Yes, in fact it is possible, but only if the defenders are called Viper, Slywolf and Corleone^^

Not being willed to start a flame thread I'm gonna give you a bit of my mind:

1. I think it's a really good idea. Lately I asked some guys why the battleships aren't used to attack or defend that often. And they replied "the problem is, that the bs can only dock at the clanbase". So I think the possibility to dock at other station could give a new attraction for attacking other clanbases.

2. In my opinion there are enough features for clans here on the HHC. When somebody is willing to fight the whole day long.... Well, I think, that's his problem. But if the feature will be added, I see myself defending the whole universe at 4:00am, because new features do ALWAYS have many new options for laming and abusing.

Long story short:

1. YES
2. NO

greetings

@Bulldozer: I never used 4 Strafe before, but if it works the way I think, it is possible in Vanilla FL. Correct me when I'm wrong, but isn't 4 Strafe just a (keyboard?-)macro which goes "UP LEFT DOWN RIGHT" again and again? In this case it is possible in Vanilla FL, too.

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Beitrag Titel:
Verfasst am: 27.01.10 21:47
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cobble hat folgendes geschrieben:

@Bulldozer: I never used 4 Strafe before, but if it works the way I think, it is possible in Vanilla FL. Correct me when I'm wrong, but isn't 4 Strafe just a (keyboard?-)macro which goes "UP LEFT DOWN RIGHT" again and again? In this case it is possible in Vanilla FL, too.



It doesn't work the way you think.
Macros are based on the commands implemented in the game itself

For example someone binds like the following

UP - W
DOWN - S
LEFT - A
RIGHT - D

He then makes a keyboard macro with the code W A S D ( of course it's more complex but I'm trying to give an example ).If the chat windows it's not open the macros will activate the key strokes and make you form a perfect box.

So if you remove the command from the game itself , macros can't do anything.




Also did anyone actually read my post ^
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Beitrag Titel:
Verfasst am: 27.01.10 22:34
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I don't know if my post was that mistakeable, but that's exactly what I meant with 4 Strafe. But thank you for the "correct" way

PS: NO, I won't use 4 Strafe by now Very Happy

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Beitrag Titel:
Verfasst am: 27.01.10 22:37
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If I am not wrong Toinlo once said that he used 4-Strafe long before it was added to the mod. It was merely not possible to change the key you had to press. So it was permanently on I or K or something like that. That was long time ago so maybe im just mistaken.

Zitat:
Yes, in fact it is possible, but only if the defenders are called Viper, Slywolf and Corleone^^


I don't know if its possible when they defend it but it is possible when some 'random pilots' defend it.
WA Pilots once were used to defend their base against outnumbering enemies (okay that was before cruisers were added)
And on the other hand WA attacks were repeled although the attackers were outnumbering (okay that was after flak-turrets were added)*.
Maybe it's not 'impossible' to destroy a hostile base with lower numbers but at least it's very hard and nearly impossible or just in special situations (with BS, when the defenders are outnumbering but the base has just 10% HP left, when the defenders got no reps and so on)

*However whats about the flak-turrets? They should be replaced with the turrets we had before.

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Beitrag Titel:
Verfasst am: 28.01.10 08:24
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Flaks should be removed as they cause allot of video lag.


How about having like 3 types of turrets for a base so you can customize them like the Battleship ones.

The types will be like

High damage low refire rate low range
Low damage high refire rate medium range
Low damage medium refire rate long range


The config would be changeable only when a major update takes place , so clans will have to think twice before choosing a config.
Also the number of turrets should be 6-8.
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Beitrag Titel:
Verfasst am: 28.01.10 08:36
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Low Damage with high muzzle velocity...

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Beitrag Titel:
Verfasst am: 28.01.10 16:59
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About
2nd idea capture the base:

I didnt meant to create some flame war between clans or random attack times shouldnt be a problem, because thats not clanbase war its domination war, which means, clans which are more active, stronger will dominate larger areas than those who got less activity and are not so strong to be able to dominate the areas. Point is nobody will care if some small clans want to takeover clanbases during night, there can be log which clan takeover the base and for how long it was under their control of course we could implement that during night its impossible to takeover bases 0:00 - 10:00 am so we avoid night partys and other clans will have to be on alert during daytime, to protect their territory and show domination over the system, to make things more difficult npc bases could get thougher/stronger hull and heavier weapons to be able to protect itself.

Other point is also tehre should be some rule that attacking base means you gotta launch attack from nearest base that is under your control and you are not allowed to dock on that npc base during attack until its taken over by your team

This could be solved pretty simple:
We would need to implement new function in flhook /attack nameofbase,
/defend nameofbase or something else where flhook would determine that Team 1 is on attack position and would Team 2 is on defence, so we could lead statistic how much were attackers and defenders.
/attack team would automatically become red/hostile to that statin as if they would shoot it
/defend team would get permission to land and protect it from destruction and perhpas if they shoot it accidently base doesnt get any damage from defenders but thats not so necessary because we got repairs that can repair the base.

Other 3rd party members that would not join /attack team or /defend team would make no damage on base

Problem occurs when multiple clans start fighting for same base, that would be easy solved with system like there is 1 of attack members leading attack he write /leadattack nameofbase and other part of members would click on attack leader and type /joinattack if leader leaves attack fails so all attack members get back into 3rd party members which make no damage to base, so they have to recreate attack team.

Example:
Orden wants to takeover Freeport 9, Orden member writes /leadattack freeport_9(or codename), F-Ti members can support him by clicking on Orden member and write /joinattack, so all are fighting for Orden, if base falls, Base gets under Control of Orden.

As for defenders it would be not necessary to join any team because base would allready belong to certain team/clan so they would only need to write /defend name of base and all defend base for that clan. In this case even 3rd party members that didnt join attack or defend team can also defend base if they want, so we can use basically only /joinattack function.

Players who want to check what bases are under attack and by what team could type /attacks and they can get whole information
What base is under attack, who lead it and what players joined the attack.


Next thing is lots of clans got lazy to attack clan bases, i wish old times back before certain people started crying about baselancer and how killing textures are lame, ok its lame for them but i liked the general idea and was something new to make some heat on server, i actually miss the days defending my base.

Whith this system we would need some point of going on freelancer because domination over territorys can be quite interisting and fun since if you capture most bases in certain system you officaly dominate that system and can call it as your own

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Beitrag Titel:
Verfasst am: 28.01.10 17:51
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Kettch hat folgendes geschrieben:


@Wagner you can't destroy a base with an equal number of defenders.
Especially not as long as the flak-turrets cause lag and make it impossible to fight near the base.
Its even possible to defend a base with 3 pilots against about 15 attackers. Not always but at least sometimes.


True, don`t Mentioned that.

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Beitrag Titel:
Verfasst am: 12.03.10 23:03
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*push*

I think we should make more of these ideas.
Can the admins list up what ideas of these will be modded in the next update? Or isn't there a moddingplan yet? I would like to know
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