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FogRaider(_MM)

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Joined: 02/23/2007 18:50:48
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Basically, this thread is going to be a petiton that you can sign for or against limiting the number of blocks. Of course, discussion is welcome, but I'm guessing it will boil down to a two-way petition.

My view: Blocks blocking off entire passageways is annoying, it hampers other players' ability to run. Reducing block numbers would make the engineer more palatable to other classes as well. I personally I going to vote for a block limit of two.

(An alternative to all of the above would be to replace blocks with "holoblocks" that phase out when a player walks through them)
BotFodder

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Translocate them. >

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-Jason_x-

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hollow blocks sounds good but not practical(imagine a one way wall where you can hurt monsters and they cant hurt you ) unleeeeessss...unless you do in effect the opposite of a pandlin (i duno how u spell it ..the vehicle with a shieldy..) which is it allows teammates through but not wep fire of any type..(a new artifact perhaps?..)

however how about limiting the stacking ability of blocks to 2 (as in the max a block and can do is land on one block above the ground any higher and it wont build?..i dunno just a thought..maybe even make block unstackable)

also and interesting note is any one can telefrag the engineers blocks..ive done it to teammates blocks who have been well heh blocking my and others way ..(they werent around using them anyways..)

hmm acutally i rlly like that idea thou the first one.. *...with that padalin shield that doesnt let any fire through only players and maybe monsters too..hmm *..interesting..

ps yip bot theres a solution ..

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Hobo_Joe

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I like the idea of limiting the number of blocks, but dropping it down to 2 seems a bit harsh, I'd say maybe to 5. That way engineers (such as myself) can make at least a small base. on some maps I'll set my sentinels up and surround them with blocks so they don't die as fast. I also don't normally set things up in hallways. I'll move it out away from the door enough that people can get by without any problem, so when they come running towards me I can give them some cover fire.

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I don't have a problem with blocks per se. However, it does irritate me when I see an engineer player inside a dead end hallway or room blocked with just enough room between the blocks to place a sentinel or turrent. In one instance, I was trying to escape and found the room blocked to where I couldn't enter or escape.

While I'm airing my gripes, I've seen engineers spawn tanks, mantas, turrents, sentinels, etc. where there was not enough room to move around and dodge, let alone having a paladin tank blocking the way. Let's try to use some common sense when spawning things and think about the other players' needs as well.

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demon u misunderstood me..i didnt say the padlin tank..i said the padlin shield separate from the vehcile. asa a replacement for stacking blocks..(i believe i said that also in another thread)

...and also...enginneers cant spawn manta's..o.0..( i wish)

also also..yeah..i avoid spawning vehicles where they cant fit cus a) they are pain for other ppl..and b....other pppl do it and its pain for me!.....C its community .think of others is wat some ppl neglect..but eh...ppl are just that ppl....

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-Jason_x-

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yip in the multiclass items thread thread

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Jason,

I was not referring to you or any other engineer class player specifically. I have played in DM maps, which are not really suitable for any vehicles, and have seen large turrents and tanks spawned.

Please understand that I do not take the time while playing to see who spawns what, but there has been situations where I've died due to blockage of escape routes.

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no no im not saying your accusing me...im just saying that didnt say apdlin the vheciel..cus u said ..:
"let alone having a paladin tank blocking the way."..so i was jus checkign if you meant that post...and yeah ..

while.....some engineers do that ..then others link up to you in fellow turrents for major scores....such as Techwarrior3 and Ghostrecon....i got a 1k score cus of them....(point being some engineers use their heads..other dont.....and that i got a good score....)

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-Jasôn_X- : lvl 47 Engineer
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{AW}Violator

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Joined: 05/09/2007 21:20:25
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The fact that the Engineer Class can be "misused" is a red flag in itself. Blocks, vehicles and sentinels hinder movement and block access to escape routes. Vehicles can be spawned on players, thus killing them. These are just a few issues that really affect game play.


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Grizzled_Imposter

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Just my opinion, but I feel that each class could be misused.

the newest just has more potential abuse because of the things that they can spawn.

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Please feel free to give some examples of misuse.


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Szlat

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Some possibilities are:
  • MMs. Pets can block escape routes - especially by jamming lifts
  • LWs. Can knock people off maps like SpaceNoxx with the redeemer.
  • AMs. Can use repulsion to knock a titan onto someone, killing them.

    But you are right. Those are extreme examples - the engineers blocking things is a lot more common place and problematic.

    I am currently trying to implement a change such that it checks the surrounding space when someone spawns something. So if someone spawns a tank, I want to make sure there is still room around it for people to get by. I do not mind if they block half the corridor, but not all of it. So, this should apply to vehicles, sentinels and turrets - only spawn when there is room to get by them.

    Blocks (the subject of this thread) are a different matter, and I am not sure how to proceed. I want people to be able to build up fortifications. But not necessarily seal off corridors. And I am yet to be convinced the method of deploying blocks is correct.

    As far as blocking escape routes, if engineers just block dead ends, then they are not blocking an escape route. So perhaps engineers need to think about just putting blocks in dead ends.

    I think a lot of this is still new, and people are experimenting. I think over time, it will settle down, and engineers will build more responsibly with blocks. The latest configuration, not yet running I believe, starts engineers off with one block and then as they grow in levels they get more blocks (one every 4 levels). This could be changed to be slower if necessary. The thought is that it will make engineers think as low levels what they are doing with their blocks, since they haven't so many of them initially. But still give the power of lots of blocks to high level engineers.

    As an aside, as a temporary measure until we get all this sorted, there is an alternative - which I mention for the benefit of newer players. Many players find a safe spot for their trans and just leave it there. Then when they need to escape, they just trans back there, and so never get a blocked escape route. I know sometimes the trans gets broken, but that is just chosing the correct spot, and checking it occassionally. And this also avoids other things, like titans and queens, blocking corridors as well. Just a suggestion for now, but I do not want to say everyone needs to play that way long term.
  • BotFodder

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    Szlat - let me throw this onto your radar:

    I came across a small fortification the other day (though not necessarily impossible to pass; blocks that had to be jumped and a turret blocking only most of the hallway) that was placed around a super shield spawn. Might want to look at the anticamper mod for ideas, unless you think this is a good idea.

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    Szlat

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    I think people stopping too long too close to a powerup is the territory of the anticamper, not of the spawning code.

    (In deathmatch it might be a nice tactic to spawn a sentinel close to a double damage/health keg/super shield/redeemer. Not so sure about next to player spawn points tho.)

    So, I recognise the benefit to the engineer of creating his fortress with health/shield spawn points inside, but would have to agree it is selfish rather than "team-friendly". But you would need Dru/Shan to rule if it breaks etiquette.

    I think I am coming to the thought path that provided a player can get straight through the fortification with one translocation, it isn't a problem. If the hole is so small a player has to retry, or he has to zigzag in multiple steps, then it perhaps is a liability.

    If I change the spawn code so that there is always at least one block height free between the top of the block and the ceiling, then we should be ok?
     
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