Yesdlh wrote:I'll be able to play, but right now I'm without a team.
Elmo/fingerbib: can I join your team?
Illegal Exit 05 (27 Jan 2013)
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- ElmosWorld
- Match Winner
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- Joined: Wed Jun 16, 2010 5:38 pm
Re: Illegal Exit 05 (27 Jan 2013)
Re: Illegal Exit 05 (27 Jan 2013)
fan art
good luck today everyone
good luck today everyone
Re: Illegal Exit 05 (27 Jan 2013)
I dont have a team, and i will be able to play.. any teams available?
Re: Illegal Exit 05 (27 Jan 2013)
Oh great, now we all have to work harder. /admin ban free 99999 you haxElmosWorld wrote:Yesdlh wrote:I'll be able to play, but right now I'm without a team.
Elmo/fingerbib: can I join your team?
Concord that poster is fantastic. Gonna be my desktop image for a while.
Re: Illegal Exit 05 (27 Jan 2013)
Weren't you on orion's team before? He asked me to sub for you, but since I'm not really good at incam and you are looking for a team feel free to take your spot back, if orion doesn't mind.Gaz wrote:I dont have a team, and i will be able to play.. any teams available?
Re: Illegal Exit 05 (27 Jan 2013)
added you back Gazdreadlord wrote:Weren't you on orion's team before? He asked me to sub for you, but since I'm not really good at incam and you are looking for a team feel free to take your spot back, if orion doesn't mind.Gaz wrote:I dont have a team, and i will be able to play.. any teams available?
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- Round Winner
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Re: Illegal Exit 05 (27 Jan 2013)
anyone need a sub??????????
Re: Illegal Exit 05 (27 Jan 2013)
Great match, thanks LFO!
Great tournament, hope this can be a regular thing!
Great tournament, hope this can be a regular thing!
Re: Illegal Exit 05 (27 Jan 2013)
the pattern holds!
good tourney, settings weren't perfect, in my opinion, but that's our fault for not helping tune them, not sine's. thanks for running this. servers performed great.
good tourney, settings weren't perfect, in my opinion, but that's our fault for not helping tune them, not sine's. thanks for running this. servers performed great.
Re: Illegal Exit 05 (27 Jan 2013)
Nice games, that was really fun. Settings were ok, I think the team who wins the round should get some point.
Thanks sine for organizing it and congrats my teammates
Thanks sine for organizing it and congrats my teammates
Re: Illegal Exit 05 (27 Jan 2013)
Well Done Concord, Orion, and Syre. And thanks to everyone who showed up to make this a success.
It is clear the settings need a lot of work. I have ideas and will test them out over the next several months. Perhaps by mid-year I will have another tournament. If you have ideas to improve the game, feel free to drop them here. We need to make it so teams who take risks instead of camping don't get penalized.
I will also make an effort to address the mini-map and custom camera issues.
It is clear the settings need a lot of work. I have ideas and will test them out over the next several months. Perhaps by mid-year I will have another tournament. If you have ideas to improve the game, feel free to drop them here. We need to make it so teams who take risks instead of camping don't get penalized.
I will also make an effort to address the mini-map and custom camera issues.
Re: Illegal Exit 05 (27 Jan 2013)
This was fun and made a nice change from playing fortress. Thanks sine.
I know you don't agree with me sine but possibly including brakes (as brakes, not boost) might help players that take risks to not die in certain situations. We have brakes in fortress and they seem to provide that function there (or do they...discuss).
I know you don't agree with me sine but possibly including brakes (as brakes, not boost) might help players that take risks to not die in certain situations. We have brakes in fortress and they seem to provide that function there (or do they...discuss).
Playing since December 2006
Re: Illegal Exit 05 (27 Jan 2013)
Here is a rough outline of the elements that will change in the future...
Wall length: shorter. The earliest version of Tron Exp had infinite trails. Later, 725 meters was chosen relative to the grid size and the number of players. The problem we see now is players sectioning off a corner of the grid, then camping it out. That's fine if you want to camp, but in the future you will have to work harder at it and your opponent will have more opportunities to take you out of the game because your trail won't be as long.
Grid size: larger. A longer period before you engage the enemy leaves room for more tactics. Of course the concern is those who camp will just have more space to run. However...
Acceleration: faster. There will be adjustments to wall_near and all acceleration settings in order to make the game more dangerous. If you try and run, your opponent will just get that much more speed to catch you. If you run faster, well, keep in mind the rubber is low and that might be a bad idea for you, camper.
Brakes: no. My personal philosophy is that a lightcycle can only go faster, never slower. My vision of Tron involves you actively "driving" your cycle. However, this is strange in a game with wall acceleration. One idea I have is to remove wall acceleration completely and make the boost infinite. This could cause lots of problems. It is one of the things I will be testing. More than likely I will remove boosting altogether so people can bring their experience from other modes to incam.
Wall length: shorter. The earliest version of Tron Exp had infinite trails. Later, 725 meters was chosen relative to the grid size and the number of players. The problem we see now is players sectioning off a corner of the grid, then camping it out. That's fine if you want to camp, but in the future you will have to work harder at it and your opponent will have more opportunities to take you out of the game because your trail won't be as long.
Grid size: larger. A longer period before you engage the enemy leaves room for more tactics. Of course the concern is those who camp will just have more space to run. However...
Acceleration: faster. There will be adjustments to wall_near and all acceleration settings in order to make the game more dangerous. If you try and run, your opponent will just get that much more speed to catch you. If you run faster, well, keep in mind the rubber is low and that might be a bad idea for you, camper.
Brakes: no. My personal philosophy is that a lightcycle can only go faster, never slower. My vision of Tron involves you actively "driving" your cycle. However, this is strange in a game with wall acceleration. One idea I have is to remove wall acceleration completely and make the boost infinite. This could cause lots of problems. It is one of the things I will be testing. More than likely I will remove boosting altogether so people can bring their experience from other modes to incam.