Future of Fortress
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- On Lightcycle Grid
- Posts: 15
- Joined: Wed Jun 21, 2006 11:45 pm
Future of Fortress
Fortress' future has been looked at alot around http://playfortress.wordpress.com/ lately.
One of the more talked about things was how to make the grind less needed and not as much of a main part of fortress.
I have a suggestion that would most likely need to be coded in somewhere and might require someone clever with coding.
My suggestion is to make it so after a certain amount of time of grinding on a wall your acceleration turns into a negative amount. Obviously people will find ways around it by degrinding then going back to grinding. Maybe if it was made that it shares the same dimishing returns and your acceleration wont immedietly go back to normal but instead need time to 'cool off.' (these settings would be changed with the console like any other setting if you are confused.)
If someone wants to attempt this i'd really appreciate it. Obviously i'm not requesting anything only putting the idea out there if anyone is interested.
One of the more talked about things was how to make the grind less needed and not as much of a main part of fortress.
I have a suggestion that would most likely need to be coded in somewhere and might require someone clever with coding.
My suggestion is to make it so after a certain amount of time of grinding on a wall your acceleration turns into a negative amount. Obviously people will find ways around it by degrinding then going back to grinding. Maybe if it was made that it shares the same dimishing returns and your acceleration wont immedietly go back to normal but instead need time to 'cool off.' (these settings would be changed with the console like any other setting if you are confused.)
If someone wants to attempt this i'd really appreciate it. Obviously i'm not requesting anything only putting the idea out there if anyone is interested.
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- On Lightcycle Grid
- Posts: 15
- Joined: Wed Jun 21, 2006 11:45 pm
YOu're trying to treat the symptoms without addressing the cause.
The reason the grind is needed is because the game can only start people in the wingman configuration in a team game. Once we eliminate that (which we can't in 0.2.
, then we can talk solutions. 
The reason the grind is needed is because the game can only start people in the wingman configuration in a team game. Once we eliminate that (which we can't in 0.2.


Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN
Be the devil's own, Lucifer's my name.
- Iron Maiden
Be the devil's own, Lucifer's my name.
- Iron Maiden
What Lucifer said. Plus, what's broken about the importance of the grind? And what would be wrong about just setting acceleration by teammates to zero?
Then there's the problem that we can't quickly test this; it requires clientside modifications, or there will be ugly mispredictions.
Taken on its own, the suggestion has some merits. It would also prevent speed hogging and could make regular last man standing servers encourage direct dogfights more. How about letting wall acceleration deplete the brake meter, too, and have it stop working on empty brake meter? That turns the brake meter into a general speed change budget.
Oh yeah. One more thing. Not in 0.2.8. Feature freeze. Seriously.
Then there's the problem that we can't quickly test this; it requires clientside modifications, or there will be ugly mispredictions.
Taken on its own, the suggestion has some merits. It would also prevent speed hogging and could make regular last man standing servers encourage direct dogfights more. How about letting wall acceleration deplete the brake meter, too, and have it stop working on empty brake meter? That turns the brake meter into a general speed change budget.
Oh yeah. One more thing. Not in 0.2.8. Feature freeze. Seriously.
I would suggest that the reason it's harder for a first timer is because of the old-timer's attitudes. Otherwise, newbies being kicked wouldn't be a symptom of the problem.Concord wrote:Z-Man, the general thought behind "the grind being broken" is that it makes fortress much harder for a first timer. And then they're kicked, etc.Z-Man wrote: Plus, what's broken about the importance of the grind?
Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN
Be the devil's own, Lucifer's my name.
- Iron Maiden
Be the devil's own, Lucifer's my name.
- Iron Maiden
Yeah, and then the suggested change doesn't fix the problem that if someone doesn't grind at all or badly, there's a hole left to be exploited by the other team, so the poor newbie still gets kicked.
There already exists the possibility to widen the start formation so a full team is spread across the whole grid width. It was tested in one of my evil experiments and generally not liked, though. Or, in the other extreme, you could set up the formation to be grinding already, but that makes things confusing like hell.
There already exists the possibility to widen the start formation so a full team is spread across the whole grid width. It was tested in one of my evil experiments and generally not liked, though. Or, in the other extreme, you could set up the formation to be grinding already, but that makes things confusing like hell.
We also tried moving the spawn point out of the fortress, which also made the non-grinding hole non-exploitable, but that wasn't liked either.
Hmmm, what else have we tried?
Hmmm, what else have we tried?

Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN
Be the devil's own, Lucifer's my name.
- Iron Maiden
Be the devil's own, Lucifer's my name.
- Iron Maiden