Scav Invulnerabilty

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Red Spot
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Re: Scav Invulnerabilty

Post by Red Spot »

Red Devil wrote:sure, you can shoot it to me; thx 8-)

as for need-to-win, the payoff is not in winning, but in the reaction of the losers.
I'll dig it up later today, upload it and pass you the link :)
Col Klink
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Re: Scav Invulnerabilty

Post by Col Klink »

MrTwosheds wrote:Arming scavs would not only require a recoding of scavenger class, which cannot fire and does not use turrets. But it would also alter the whole game/play so radically that it would effectively not be Battlezone2 any more.
I recall someone added armed scavs at one point but it didn't stick and was abandoned in later versions. Scavs are pretty stupid when it comes to avoiding armed units like preplaced enemy turrets positioned just outside of the human bases as I commonly see in 1.3 maps and above. I would remove this from all current maps as it unbalances the initial map and consequent game play. Seriously, giving the AI an advantage like this is is really kind of ridiculous like preplacing AI turrets on or near Bio pools. Who came up with this idiotic concept anyways? Considering I don't seem to play online I may re-edit all of the maps to brings things back in to balance and avoid or modify any future mods that I download from now on. Online, action really kind of sucks from what I've noticed lately.
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MrTwosheds
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Re: Scav Invulnerabilty

Post by MrTwosheds »

Who came up with this idiotic concept anyways?
People who realised that most players are capable of completely crippling the AI right at the start of the (mpi) game by doing the same sort of thing. They are there to slow you down. don't edit your mpi maps, convert them to IA maps if you really want to play alone.
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Re: Scav Invulnerabilty

Post by Col Klink »

MrTwosheds wrote:
Who came up with this idiotic concept anyways?
People who realised that most players are capable of completely crippling the AI right at the start of the (mpi) game by doing the same sort of thing. They are there to slow you down. don't edit your mpi maps, convert them to IA maps if you really want to play alone.
I never did this in 1.2 and don't practice this in 1.3 either. The practice of pre spawning enemy turrets outside of the players base or pre spawning turrets on Bio pools is just really lame. Both ruin the game action for some players; were not all vets bro. Some of us just want to play a decent game that's all. Super weapons are also a bad idea for using some strategies against the AI. The idea is to make playing the game enjoyable not just struggling to get an enemy base up and running. Prespawning units from an enemy recycler that hasn't even deployed yet is just stupid and a genuine balance issue from a logical standpoint. The map editor is quite useful for correcting these types of issues and I plan on returning some balance back to the original gameplay.
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Red Spot
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Re: Scav Invulnerabilty

Post by Red Spot »

Klink, nothing has changed in regard to how turrets spawn on the map. Perhaps it may be linked to an other pre-game shell option but it was there before and still is there, now you just get more control over it.
Try playing with other startingsettings before bashing that what you do not know. (Play ground0(iirc) in 1.2 as isdf with a large AI-startingforce and find a nice Spire right outside your base ... in 1.2)
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Re: Scav Invulnerabilty

Post by Col Klink »

Red Spot wrote:Klink, nothing has changed in regard to how turrets spawn on the map. Perhaps it may be linked to an other pre-game shell option but it was there before and still is there, now you just get more control over it.
Try playing with other startingsettings before bashing that what you do not know. (Play ground0(iirc) in 1.2 as isdf with a large AI-startingforce and find a nice Spire right outside your base ... in 1.2)
FE seemed to start doing this and it was okay with me with Mega Towers but placing turrets outside a base? Around Bio Pools I don't recall that too frequently although I guess there were some exceptions. The original stock maps didn't use this much as I recall.
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Nielk1
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Re: Scav Invulnerabilty

Post by Nielk1 »

Col Klink wrote:I never did this in 1.2 and don't practice this in 1.3 either. The practice of pre spawning enemy turrets outside of the players base or pre spawning turrets on Bio pools is just really lame. Both ruin the game action for some players; were not all vets bro. Some of us just want to play a decent game that's all. Super weapons are also a bad idea for using some strategies against the AI. The idea is to make playing the game enjoyable not just struggling to get an enemy base up and running. Prespawning units from an enemy recycler that hasn't even deployed yet is just stupid and a genuine balance issue from a logical standpoint. The map editor is quite useful for correcting these types of issues and I plan on returning some balance back to the original gameplay.
OH NOES! We made the MPI maps slighly more like real missions! The old MPI maps should remain even split, stop playing the advanced ones if you can't deal with an AI that is better off at the start. Its not like you had a fair game in the campaign and we need to do something to crutch the AI.
Sly
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Re: Scav Invulnerabilty

Post by Sly »

We should make it so that when one team dies the other teams monitors should shut off until the scavs have had enough time to collect loose.
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Re: Scav Invulnerabilty

Post by VSMIT »

Sly wrote:We should make it so that when one team dies the other teams monitors should shut off until the scavs have had enough time to collect loose.
We should also make it so that people can't post after leaving idiotic and/or trolling remarks. But that ain't gonna happen, either.
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S.cavA.rmyG.en
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Re: Scav Invulnerabilty

Post by S.cavA.rmyG.en »

MrTwosheds wrote:Arming scavs would not only require a recoding of scavenger class, which cannot fire and does not use turrets. But it would also alter the whole game/play so radically that it would effectively not be Battlezone2 any more.
you just have to change the AI
they can fire just like any other unit.
it could be set up as a player only feacher to fix any problems with balance.
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MrTwosheds
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Re: Scav Invulnerabilty

Post by MrTwosheds »

The problem is that then scavs can shoot pools, so the game may well degenerate into a scav-pool-killer building race, the interaction between unarmed resource gathering and armed combat units is destroyed, there would be nothing left to do but win 1 dogfight build as many scavs as you can and then destroy the enemy's base, probably by flooding it with scavs.
Start the game, keep pressing 1, if you lose the first dogfight, you might as well quit.
The armed scavenger would only work in a mod that intended to radically redesigned the whole game.
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Zero Angel
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Re: Scav Invulnerabilty

Post by Zero Angel »

I don't think armed scavs collect scrap. I gave scavengers AirCraftFriend/Enemy AI when I was trying to come up with a getting stuck on buildings fix and they were unable to behave like scavengers after the AI change.
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Red Devil
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Re: Scav Invulnerabilty

Post by Red Devil »

very easy to defeat that tactic, too: just make the scavs for both teams immovable and unstoppable by other units (increase mass and traction and thrust) as well as non-rewarding to try to kill them (increase armor, self-healing).

i have found that people with low self esteem need to win at any cost. they need outside sources to bolster their inflated fragile egos ("See? I'm really not such a failure...I just won this game...kinda...").

contrast that with professional football players and boxers/fighters who shake hands and embrace and pray together after knocking each other's heads off.
MrTwosheds wrote:But pointless, the issue is not one of scavs but player intentions, if they cant shoot em, they will find another way to stop em scavenging [snip]
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S.cavA.rmyG.en
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Re: Scav Invulnerabilty

Post by S.cavA.rmyG.en »

MrTwosheds wrote:The problem is that then scavs can shoot pools, so the game may well degenerate into a scav-pool-killer building race, the interaction between unarmed resource gathering and armed combat units is destroyed, there would be nothing left to do but win 1 dogfight build as many scavs as you can and then destroy the enemy's base, probably by flooding it with scavs.
Start the game, keep pressing 1, if you lose the first dogfight, you might as well quit.
The armed scavenger would only work in a mod that intended to radically redesigned the whole game.
not a problem just add this.

Code: Select all

[GameObjectClass]
VehicleSearchFilter = 0 // == 0(vehicles only), 1(pilots only) 2(vehicles+pilots+animals) 3(plants only), 4(buildings only)
and the scavengers will not fire on buildings the other problems can be fixed by a moded weapon.
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General BlackDragon
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Re: Scav Invulnerabilty

Post by General BlackDragon »

MT means PLAYERS would hop in scavs, shoot pools, and ...so on and so on....

Trust me, giving scavs weapons is a bad idea...
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