About AC development (part 2)...
#3
1: should nade pickups be in pairs again, should nade carry capability be "2" again, should armour be single-strength again?
a) No, better the way it is atm because it discourages nadespam.
b) I don't think that's a terrible idea.
c) No, controlling armour should be something tactical you need to do in order to win duels. No need to make it any stronger than it is but certainly don't make it weaker - it's not a problem.

2. do you take the time after respawn to fill up nades and armour?
In DM it depends, because I usually time the armour spawns so I try to figure out if it's worth attempting to go for a certain pickup or not. In CTF I don't time armour, I just pick it if it's there. In 1.1 when wins on frags were viable, if we were tied and wanted to just fragwhore the win, I would time the first piece of armour I took and cycle around the rest in a pattern on the map.

3. what do you think about the frag reduction of nade kills from "2" in 1.0 to "1" now?
A good thing, because it discourages spam. Nades can be used quite well tactically to cut off a player's access to certain areas of the map or as cover, but it isn't worthy of getting an extra frag - especially as people will feel more inclined to brainlessly spam into an enemy base. It would also get rid of the incentive to knife people in LSS duels, which is a bad thing.

4. are helmets of any use or are they just pacman fodder?
They were of no use in 1.1 unless you were playing opponents that were using smg (picking up one helmet after a respawn protected against an extra smg bullet). I haven't played enough of 1.2 to notice whether or not they make a difference in direct engagements in CTF games. They unquestionably make a difference in duels, particularly as most duel maps (pretty much everything except arid, iirc) only have one kevlar and collecting helmets to accumulate stack can be a good way of mitigating the advantageous armour stack your enemy has before one of you forces an engagement.

5. what do you think about trickjumping?
It's just another mechanical skill available to use in AC. Any form of macro or bind that assists your ability to trickjump should be removed, but there's no need to remove it wholly from the game - just like any other aspect of skill, it can be learnt.

6. what's your favourite weapon? did you consider the nade to be a possible primary weapon in 1.0?
My favourite weapon is smg, due to the power. I only started playing in 1.1 but I don't understand how anyone could possibly consider (or indeed, could have ever considered) a grenade to be their primary weapon.

7. do you use cubescript to customise your client? do you write the scripts yourself, or do you get them from someone else?
I wrote some and tested a few other people's scripts when I first heard about what they were, but I haven't used any type of script in AC for about a year, and I've never used macros. With the exception of the 2012 and 2013 ACWC clients, my client has always been default (EDIT: That's actually not true, I tested the SKB client for about a week or two in 1.1).

8. should servers provide a diversity of maps and modes - or do you prefer single-mode servers?
An individual server should try to stick to the same mode, but just offer a wider variety of (decent, not shitty filler) maps, as grenadier said. I don't think a maprot that plays CTF shine for one game and then OSOK douze the next would be very popular with anybody.

9. what do you think about gema servers and servers running camper 24/7?
I never understood the problem everybody had with gemas. Some of them were artistically creative (gema5-by-blub pls) whilst still adhering to map restrictions, and completing a gema requires more skill than most would think. Conversely, I personally have never liked camper maps, and don't understand how people enjoy them. But you shouldn't remove things that people enjoy just because you dislike them and then have difficulty understanding why a substantial portion of AC's playerbase has gone.

10. a more technical question: would you care, if servers could only be hosted on linux machines?
No. I've always used Windows for my personal computing needs, and yet I had no difficulties understanding how to compile servers for Linux. There are tutorials all over the internet for those that are determined to learn, and removing the server wizard would deter amateur players from wanting to set up their own laggy home server as a novelty rather than as a contribution to the gameplay of AssaultCube, which is what servers should be.
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Messages In This Thread
About AC development (part 2)... - by stef - 09 May 14, 05:34PM
RE: About AC development (part 2)... - by Vanquish - 09 May 14, 09:58PM
RE: About AC development (part 2)... - by MPx - 10 May 14, 02:19AM
RE: About AC development (part 2)... - by XFA - 10 May 14, 05:19AM
RE: About AC development (part 2)... - by stef - 10 May 14, 09:42AM
RE: About AC development (part 2)... - by Jg99 - 11 May 14, 06:16AM
RE: About AC development (part 2)... - by jamz - 12 May 14, 07:56PM