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[gt] Capture The Flag: Tactics
VectorVanDoom
(updated Today 13:37)
(1991 posts)

#Zebus wrote:

jal wrote:

There's no specific reason why engi is slower than medic, and not real justification for it.

Medic is a girl. Justified.

i disaprove, women are generally weaker than men, than again bobot aint a man...

dendrofil

Member
(1162 posts)

He was built by a man.

VectorVanDoom
(updated Today 13:37)
(1991 posts)

im not sure why, but i get two errors on startup with 0.7.3

gt:main.as:
Line 346: GENERIC_CheatVarResponse( client, cmdString, argsString, argc ) is nowhere defined
Line 801: GENERIC_Think() is nowhere defined

maybe i lack the autoupdate modules, if so e.g. because i use portable exe, where to get them?

crizis

Mad Hatter
(4076 posts)

VectorVanDoom wrote:

maybe i lack the autoupdate modules

Exactly.

Start (local) dedicated server, and do autoupdate

VectorVanDoom
(updated Today 13:37)
(1991 posts)

goochie wrote:

My suggestion:

instant spawn
Each player spawns with $1


$1 on every respawn, so selfkill is more profitable then hunt?
this could be avoided by rewarding to stay alive for a long time whilst dealing much damage wheras instant death could mean less additional fund.
but after all the idea is too similar to cs warcraft servers and the xp system, although not quite as bad.

anyway turretkills need to be counted for the builder imo (flagcarrier defense etc) and maybe turrets should kill each other...
Edit: for some reason /drop flag drops a turret

crizis

Mad Hatter
(4076 posts)

VectorVanDoom wrote:

$1 on every respawn, so selfkill is more profitable then hunt?
this could be avoided by rewarding to stay alive for a long time whilst dealing much damage wheras instant death could mean less additional fund.

Or simply not giving respawn money when selfkilled.

VectorVanDoom
(updated Today 13:37)
(1991 posts)

good idea :rolleyes:
yet i think it could be good to reward dmg

Huksi`

CTF Maniac
(3270 posts)

Nooo we don't need a money system! Don't ruin this :(

homart

Player
(679 posts)

Huksi` wrote:

Nooo we don't need a money system! Don't ruin this :(


jal

master of the universe
(10599 posts)

Money system is just a different way of timing. It all depends on how you earn the money.

slugear

Member
(200 posts)

airgrenade gives you 1000 credits for which you can buy dretch launcher

ricochet

Member
(544 posts)

I BUMP ! this marvellous idea ! Money system in Warsow ..... All days you kill more Warsow of yesterday ,but less of tomorrow.

T@zVoice

Member
(17 posts)

SolidFake

Member
(4388 posts)

at least call it energy or something and not money :P

goochie


(4219 posts)

Warsow Dollars, BITCH!

thelawenforcer

dramallama
(4265 posts)

kiki wrote:

thelawenforcer wrote:

i find that your concept is quite complex goochie, but tbh, i feel the same way about the gametype as it stands aswell. It seems to be getting a bit cluttered...

That's why we test and tune things.

its more the cluttering of abilities and things like that imo. could be alot simpler imo.

jal

master of the universe
(10599 posts)

it could. But it's not a must either.

thelawenforcer

dramallama
(4265 posts)

no, its not, but it could work just aswell without the battlesuit powerups and what not.

i can also foresee some pretty big balance issues that will likely take a long time to iron out.

the medic and engineer stuff is pretty good, its more the grunt and runner that im worried about. They would be pretty functional with just strong combat for the grunts and good running ability for the scouts.

crizis

Mad Hatter
(4076 posts)

thelawenforcer wrote:

no, its not, but it could work just aswell without the battlesuit powerups and what not.

no


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