HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
|

10-25-2006
|
 |
195.242.239.50:27025
Experienced Builder
|
|
Join Date: Mar 2005
Location: Slovenia
Posts: 361
|
|
What NOT to suggest (and reasons)
Okay, I thought of doing that some time ago, but never ever got further than just scrolling over "New thread".
Anyways, this is a list of things that have already been suggested numerous times and why are they not approved. Also, every point in this list contains keywords, so if you have something related to something, just click Ctrl+F and search for a word (for example: css)
- Add Rotational gravity gun
Keywords: gmod garry's mod garrys mod rotate argg physcannon adnan
What: For SF to have a gun that could rotate blocks in all directions. Appears in Garry's mod and ARGG mod.
Why not: Actually makes fort building HARDER.
Notes: It has been said that 2.0 WILL have rotation ability, but DIFFERENT to the physcannons' one. The physcannon is designed to pose ragdolls, not build forts. Any CAD or 3d art creator will tell you that controlling all three axis of rotation on one plane leads to inaccurate control. There is a big difference between the physcannon's poor all-axis rotation method and other more reliable and controllable rotation schemes.
- Add Counter strike weapons
Keywords: cs css counter strike counterstrike guns weapons
What: Having all Counter-Strike weapons in SourceForts.
Why not: The developers are including a set of new weapons for sourceforts. There is no desire to illegally import cs:s media. From a gameplay standpoint, cs:s weapons would destroy the game, as the cs weapons are far to deadly to make the game viable or fun.
Notes: It won't happen. Period.
- Add More blocks
Keywords: more blocks bricks build material forts
What: To have more different blocks in Sf (for example right-triangle block (cutting normal 1×1 block diagonally)).
Why not: All blocks you need are already there.
Notes: There may be a block added, but chances are low.
- Add functional blocks
Keywords: more blocks bricks build material forts trap doors functional
What: To have functional blocks, which can be used as door, trap, sentry, hurter, etc.
Why not: Making fort building a piece of toast, general community dislike
Notes: If you want such blocks, there are some maps that have them; One example is sf_domo (1.4.2 version).
- Have Buyable weapons
Keywords: weapons guns buy money monies frag
What: Make money with killing/completing objectives, buy guns for money.
Why not: This concept was scrapped when 1.9 was released with class system. It was scrapped because one team could easily overpower other team once, thus frag more, thus buy better guns, thus get even more frags...
Notes: If you still wish to play with the money system, get the 1.4.2 version of SF or search for "Neoforts". That system is returning no more.
- Add deployable turrets
Keywords: engineer turret sentry deploy spawn auto
What: To be able to deploy *controllable (mounted gun)* turrets, which shoots enemies.
Why not: Flag defending made too easy; you've got blocks to do that!
Notes: While the automatic deployable turrets are not accepted at all, there are still types of turrets that are more accepted: Automatic sentry to shoot intruders in allied spawn and controllable turrets, which work more as a mounted gun. However, there's no real need to re-suggest them; Allied spawns can be protected with trigger_hurt entity.
- Hitscan sniper rifle
Keywords: replace crossbow awp counter strike cs css scout sniper instant hit
What: To have hitscan sniper rifle in Sourceforts. (Hitscan: weapon hits target instantly upon firing)
Why not: Would make SF sniper whoring piece of crap. Even with crossbow, which is projectile based, people have high scores. Just no.
Notes: Don't suggest at all.
To be updated. Note that this is for people that don't bother reading the other thread about suggested stuff. Devs, feel free to add stuff yourself. Opinions also welcome.
Code:
[*]IDEA NAME
Keywords: keywords key words
What: Description of the idea
Why not: Reasons why it is not accepted
Notes: Additional notes
*But still, if you have a good idea that is more than just everything listed, feel free to post it.*
Last edited by SwiftSpear; 01-19-2007 at 11:09 PM.
Reason: Added Sniper rifle
|

10-25-2006
|
 |
Gravnading Killwhore
Master Craftsman
|
|
Join Date: Apr 2006
Location: Denver, Co
Posts: 928
|
|
sticky ftw
__________________
|

10-25-2006
|
 |
Combat Engineer
Flag Defence
|
|
Join Date: Sep 2006
Location: Swansea - UK
Posts: 93
|
|
An exelent tread idea. I'l probably write a few myself soon
__________________

I steal Bases :P
|

10-25-2006
|
 |
Fort Warrior
|
|
Join Date: Jun 2005
Location: Illinois, USA
Posts: 1,107
|
|
I went ahead and modified the gmod gun reasoning, as well as a few others. As I said a hundred billion times before, it wouldn't make fort building easier at all. It would make it far harder. The team would never shy away from implementing a system that would make fort building easier. That's just stupid. I wish I could find whoever said that to begin with, and kick them. And then kick anyone who believed it.
I feel like I've already said this more times than I can count. People assume the only way to implement rotation is the exact method the physgun uses. This is incorrect. The physcannon alters all rotation axis simultaneously, making control inherently inaccurate. Go open up a 3d cad package and see if there's a tool that rotates anything like the physgun does. You'll find that there isn't one. That's because it's a horrible system of control. Please please please please please stop assuming that rotation means physgun. Please.
__________________
It's 'Fik-Shus'
Last edited by FictiousWill; 10-25-2006 at 11:43 PM.
|

10-26-2006
|
 |
195.242.239.50:27025
Experienced Builder
|
|
Join Date: Mar 2005
Location: Slovenia
Posts: 361
|
|
Quote:
Originally Posted by FictiousWill
I went ahead and modified the gmod gun reasoning, as well as a few others. As I said a hundred billion times before, it wouldn't make fort building easier at all. It would make it far harder. The team would never shy away from implementing a system that would make fort building easier. That's just stupid. I wish I could find whoever said that to begin with, and kick them. And then kick anyone who believed it.
I feel like I've already said this more times than I can count. People assume the only way to implement rotation is the exact method the physgun uses. This is incorrect. The physcannon alters all rotation axis simultaneously, making control inherently inaccurate. Go open up a 3d cad package and see if there's a tool that rotates anything like the physgun does. You'll find that there isn't one. That's because it's a horrible system of control. Please please please please please stop assuming that rotation means physgun. Please.
|
I was generalizing it. Long stuff = less readers.
And to explain that thing specially, I'd need at least 3 more lines.
But hey, thanks for the sticky. And the corrections
|

10-31-2006
|
 |
Ninja Poster
Experienced Builder
|
|
Join Date: Oct 2006
Posts: 485
|
|
Ive got some suggestions.
1. Texture based ladders! For the love of god, add texture based ladders.
2. Let mappers set the speed and amount that health and armor is dispensed at when using a dispenser.
3. Create movable/capturable ammobox's, health, and armor entities in addition to the normal ones.
4. If at all possible, create a type of func_brush that is only visible or tangible (or both) to one team.
5. Give the soldier a sticky charge on his alt fire. It would be like a grenade that reduces run speed to 50% for five seconds.
6. Add a longjump, highjump, flightpack, and extended AUX modules as placable entities. Allow phase control entity to or to not strip these at the mappers desire.
|

10-31-2006
|
 |
yeah oh no
Fort Warrior
|
|
Join Date: Oct 2005
Location: waltzing in the sky
Posts: 1,935
|
|
Quote:
Originally Posted by gamerxr72
Ive got some suggestions.
1. Texture based ladders! For the love of god, add texture based ladders.
|
?
TEN
CHARACTERISMOS
|

10-31-2006
|
 |
Ninja Poster
Experienced Builder
|
|
Join Date: Oct 2006
Posts: 485
|
|
Quote:
Originally Posted by Nocashvalue
?
TEN
CHARACTERISMOS
|
This post, it confuses me!
|

10-31-2006
|
 |
Fort Builder
|
|
Join Date: Oct 2006
Posts: 37
|
|
Quote:
Why not: The developers are including a set of new weapons for sourceforts.
|
What weaps :p?
|

10-31-2006
|
 |
yeah oh no
Fort Warrior
|
|
Join Date: Oct 2005
Location: waltzing in the sky
Posts: 1,935
|
|
Quote:
Originally Posted by gamerxr72
This post, it confuses me!
|
What do you mean by texture based ladders?
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
|
|
Thread Tools |
Search this Thread |
|
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT +1. The time now is 04:29 AM.
|
Tab |
|