I took timmy's place for once.
By the way, only reds or greens can create you a poll and that will probably take ages.
@uakf.b @cyberpunk
SUGGESTION: Enable fully shared unit control
- aRt)Y
- Protector of Nature
- Posts: 13142
- Joined: Fri May 03, 2013 9:15 pm
- Has thanked: 10 times
- Been thanked: 174 times
- Contact:
Re: SUGGESTION: Enable fully shared unit control
- Information, Rules, Guides and everything else you need to know about ENT is on the ENT Wiki.
- Ignorantia juris non excusat • Quis custodiet ipsos custodes? • Fallacy of composition
-
- Donator
- Posts: 799
- Joined: Sat Apr 21, 2012 6:43 pm
- Has thanked: 1 time
- Been thanked: 7 times
Re: SUGGESTION: Enable fully shared unit control
PLus wrote:I doubt this will be implemented.
I had the same thoughts. A public poll doesn't really mean shit, it's very doubtful Neco will change it.
Spoiler!
-
- Protector of Nature
- Posts: 2588
- Joined: Thu May 02, 2013 6:29 am
- Location: Clan BTI @ East
- Has thanked: 18 times
- Been thanked: 54 times
- Contact:
Re: SUGGESTION: Enable fully shared unit control
TimmyTheTauren wrote:PLus wrote:I doubt this will be implemented.
I had the same thoughts. A public poll doesn't really mean shit, it's very doubtful Neco will change it.
...It's not about Neco, as I said, it's just about changing a simple value in the .cfg of the island defense map .cfg, uakf.b probably knows what I'm talking about. You can even test it out yourself if you can host.
-Burn
-
- Donator
- Posts: 799
- Joined: Sat Apr 21, 2012 6:43 pm
- Has thanked: 1 time
- Been thanked: 7 times
Re: SUGGESTION: Enable fully shared unit control
There has to be some respect for how the developer intends to have his map used.
Spoiler!
- Neco
- Treant Protector
- Posts: 818
- Joined: Thu May 16, 2013 2:13 am
- Location: New Zealand
- Has thanked: 73 times
- Been thanked: 54 times
Re: SUGGESTION: Enable fully shared unit control
I can see how this can be useful, and also how it can be abused (essentially "multiboxing" without both people being local).
As Burn said, it is moddable server-side so it's really up to you guys if you want it or not.
Personally, I just want the -builder command back.
As Burn said, it is moddable server-side so it's really up to you guys if you want it or not.
Personally, I just want the -builder command back.
Former Editor of Island Defense - ENTID Rules
-
- Donator
- Posts: 799
- Joined: Sat Apr 21, 2012 6:43 pm
- Has thanked: 1 time
- Been thanked: 7 times
Re: SUGGESTION: Enable fully shared unit control
Yes, I liked that command. Get -builder back in the next version.
Spoiler!
-
- Protector of Nature
- Posts: 2588
- Joined: Thu May 02, 2013 6:29 am
- Location: Clan BTI @ East
- Has thanked: 18 times
- Been thanked: 54 times
- Contact:
Re: SUGGESTION: Enable fully shared unit control
All due respect to Neco, not really lol, no developer will hate on a autohost community for using full shared unit control.TimmyTheTauren wrote:There has to be some respect for how the developer intends to have his map used.
Let me make this more clear.
Advantages of full shared unit control:
1) Take over afkers.
2) Basically the same as -builder command without the guy leaving or abuse kicking if you become an observer - with a few downsides like not being able to buy from shops. (bug?)
3) More micro and better teamwork for both minions and builders.
The only downsides I can think of are :
1) Multibox and/or bandodgers have more leeway to ruin the game, as if one builder isn't enough to ruin the game. (maybe double the builders, double the fun?)
2) Replaces feeder board with the shared unit's resources. (Everyone was okay with 3.0.6e having no feeder board, it's pretty much just mainly used for flaming purposes anyway)
If I put it this way, I find it hard for anyone to come up with any decent counter-argument for this change in config. I tried to be as little biased as possible. To my knowledge, every time I did the full shared unit control, I have always had positive feedback, which I have hosted over 100 games on Garena and even 200 or so games on BurnBot@west.
-Burn
Re: SUGGESTION: Enable fully shared unit control
Not really sure how the system would work, but we should consider on whether does this the map make the ID community better off?
On buen Merit, advantages are more teamwork and taking over people that is can't attend to the game for awhile due to real life problem. As well i think it can be a good in game teaching tool to new player( which is the strongest merit i can think of).
real problem is with technical issue, who is gonna make the map? As well with concern issue like exploitable and teamwork that might be negative to the other player. If one intend to destroy the game, then there is really nothing to stop him. He would do it with or without the game mode anyway.
I assume this new function would act like a form of game command, so i presume that the concern issue can be solvable being a choosable game mode as well that titan to have the kill switch in the event that he felt that the teamwork is negatively affecting him .
On buen Merit, advantages are more teamwork and taking over people that is can't attend to the game for awhile due to real life problem. As well i think it can be a good in game teaching tool to new player( which is the strongest merit i can think of).
real problem is with technical issue, who is gonna make the map? As well with concern issue like exploitable and teamwork that might be negative to the other player. If one intend to destroy the game, then there is really nothing to stop him. He would do it with or without the game mode anyway.
I assume this new function would act like a form of game command, so i presume that the concern issue can be solvable being a choosable game mode as well that titan to have the kill switch in the event that he felt that the teamwork is negatively affecting him .
-
- Donator
- Posts: 799
- Joined: Sat Apr 21, 2012 6:43 pm
- Has thanked: 1 time
- Been thanked: 7 times
Re: SUGGESTION: Enable fully shared unit control
Wait, this causes resources to be shared between builders?
If so, that in itself is the only argument anyone needs for this not to happen.
EDIT: Nevermind, read it wrong ezpz.
If so, that in itself is the only argument anyone needs for this not to happen.
EDIT: Nevermind, read it wrong ezpz.
Spoiler!
- aRt)Y
- Protector of Nature
- Posts: 13142
- Joined: Fri May 03, 2013 9:15 pm
- Has thanked: 10 times
- Been thanked: 174 times
- Contact:
Re: SUGGESTION: Enable fully shared unit control
Neco wrote:server-side
So I am not able to stop pubs from moving my builder?
- Information, Rules, Guides and everything else you need to know about ENT is on the ENT Wiki.
- Ignorantia juris non excusat • Quis custodiet ipsos custodes? • Fallacy of composition
-
- Protector of Nature
- Posts: 2588
- Joined: Thu May 02, 2013 6:29 am
- Location: Clan BTI @ East
- Has thanked: 18 times
- Been thanked: 54 times
- Contact:
Re: SUGGESTION: Enable fully shared unit control
What full shared unit control means is that now you can use another player's builder to build shit using their resources. Their resources will appear as the feeder board and will be separate to your own. Full shared unit control will only be activated when you give another player shared controls. A few things like not being able to upgrade towers or buy merchant items with their resourices come to mind though, so it isn't 100% -builder command.
A few things come to mind like re-walling for an afk-er, wall walking, or just generally helping each other out with more available functions.
-Burn
A few things come to mind like re-walling for an afk-er, wall walking, or just generally helping each other out with more available functions.
-Burn
Re: SUGGESTION: Enable fully shared unit control
Neco wrote:I can see how this can be useful, and also how it can be abused (essentially "multiboxing" without both people being local).
As Burn said, it is moddable server-side so it's really up to you guys if you want it or not.
Personally, I just want the -builder command back.
I want to see the -builder command re-implement regardless of the fully shared unit control.
Does fully shared unit control have a limit to how many people you can share with?
-
- Donator
- Posts: 799
- Joined: Sat Apr 21, 2012 6:43 pm
- Has thanked: 1 time
- Been thanked: 7 times
Re: SUGGESTION: Enable fully shared unit control
PLus wrote:I want to see the -builder command re-implement regardless of the fully shared unit control.
Yes.
Also, I see very limited, if any, advantages of this to a titan compared to a builder.
Spoiler!
Re: SUGGESTION: Enable fully shared unit control
TimmyTheTauren wrote:PLus wrote:I want to see the -builder command re-implement regardless of the fully shared unit control.
Yes.
Also, I see very limited, if any, advantages of this to a titan compared to a builder.
I actually think it would be really useful to have control of the cage and mound as a minion.
Who is online
Users browsing this forum: No registered users and 36 guests