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KA futher changes

Tue, 18 Nov 2008 19:00:19

Crimson Wizard

Well, I have two questions/proposals, I actually have doubts about both, so I am asking others opinion, not suggesting. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> 1. Should players drop something on death? Doom-style deathmatches do not have such feature at all, unlike all other games, but I sometimes find this annoying, especially when you have little mana left and lots of enemy around, and killing opponent does not give you any equipment. 2. Should different types of repulsion discs/ flechettes use different amounts of mana? regarding flechettes, its mostly ok to have all of them use the same amount, since they feel balanced, but repulsion discs are not so well balanced maybe. Dunno.
Tue, 18 Nov 2008 21:17:52

RambOrc

1 no 2 yes <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->
Wed, 19 Nov 2008 14:13:33

Firebrand

I think everything works well as it is now, so in conclusion, my answers are: 1 - NO 2 - NO
Thu, 04 Dec 2008 19:36:57

Crimson Wizard

[quote="RambOrc":2uesaky2] 2 yes [quote="Firebrand":2uesaky2] 2 - NO So?
Thu, 04 Dec 2008 19:50:41

Firebrand

What do you think about it? Maybe that can make the difference, hehehe! <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 04 Dec 2008 20:02:07

Crimson Wizard

I think that these modes should have differences in cost, for instance bomb is more powerful defence option.
Fri, 05 Dec 2008 00:39:18

RambOrc

It's all about the grade, if it's e.g. 30 ammo for one mode and 25 for another, then there is a difference, but it's not huge. For me flechette modes seem to be pretty balanced (they are good for different purposes), so ammo costs don't need to vary much. OTOH with discs of repulsion, the effect's value greatly differs between different modes so ammo costs could reflect this by deviating greatly from one another.
Sun, 07 Dec 2008 17:26:45

Crimson Wizard

Here's an interesting question: should poison clouds fire by Cleric's weapon "Poison Breath" poison shooter and his allies? I mean, since its primary weapon, it's different from flechette poison cloud.
Sun, 07 Dec 2008 21:30:36

Stryker

It make sense that it wouldn't. My opinion would be that only the flechette should poison everyone. Just my two cents. <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> I'll go back to mapping now.
Thu, 25 Dec 2008 12:08:13

Crimson Wizard

So, previous suggestion awaits implementation (different cost for 3 dr modes), then since Stryker raised a question about customization, here is a list of what options can be added: 1. Time before dropped flag returns to the base (with patch 1.0.1 it is 30 seconds) 2. Initial invulnerability time (5 seconds now I believe) 3. Weapons stay option. 4. Percent of friendly damage
Thu, 25 Dec 2008 16:09:53

Stryker

[quote="Crimson Wizard":k0xhtibg]1. Time before dropped flag returns to the base (with patch 1.0.1 it is 30 seconds) 2. Initial invulnerability time (5 seconds now I believe) 3. Weapons stay option. 4. Percent of friendly damage They are all good ideas to add these options. Although in the case of friendly fire, I think it should just be an on/off option.
Thu, 25 Dec 2008 22:45:17

Firebrand

[quote="Stryker":3fesro8q]They are all good ideas to add these options. Although in the case of friendly fire, I think it should just be an on/off option. I agree with this too. [quote="Crimson Wizard":3fesro8q]1. Time before dropped flag returns to the base (with patch 1.0.1 it is 30 seconds) 2. Initial invulnerability time (5 seconds now I believe) 3. Weapons stay option. 4. Percent of friendly damage As for customizing these, I don't really see the point of it, I think they should be left as they are, but it's just my opinion <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Thu, 25 Dec 2008 23:05:19

RambOrc

Regarding dropped flag, you could add the possibility for a team to walk over their own flag and return it to base at once.
Fri, 26 Dec 2008 00:54:19

Firebrand

[quote="RambOrc":2eqsn1ih]Regarding dropped flag, you could add the possibility for a team to walk over their own flag and return it to base at once. It's already done like this, unless there's something I'm missing?
Fri, 26 Dec 2008 09:04:20

Crimson Wizard

[quote="RambOrc":3fchvrnt]Regarding dropped flag, you could add the possibility for a team to walk over their own flag and return it to base at once. It's how it is working now ofcourse, what I meant how long flag lies om the floor when untouched for some time. This would basically mean, how much time enemy has to re-capture it from the position it was dropped.

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