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Poll
Question: Which repair system do you prefer.
The Current System
The Old System

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Author Topic: Current Repair System  (Read 11127 times)
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #20 on: January 20, 2010, 04:04:33 am »

Hows that?

Feel free to tell us why vEIR was so much better than EIRR.

Was it Phil's crappy launcher (crashing every odd minute) ? The balance circle jerk we went through time and again thanks to Ucross? The lack of OF factions? Playing the same 3 maps for days on end? The 5 man, non-transparant development team? Our War CP? The part where the community had practically zero input?

I was there from day 1 Two, you can't tell me fantasy stories on how things were better.
Things were different, certainly not 'better' per sé.
« Last Edit: January 20, 2010, 04:09:19 am by Unkn0wn » Logged
EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #21 on: January 20, 2010, 04:05:26 am »

Phil's crappy launcher
It was that Wink
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shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1566



« Reply #22 on: January 20, 2010, 04:12:30 am »

Phil's crappy launcher
Man Phil's launcher was way better than this laggy thing
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #23 on: January 20, 2010, 04:14:37 am »

Phil's crappy launcher
Man Phil's launcher was way better than this laggy thing
Till you realise that it lagged harder, it just wasnt noticable.

OH HANG ON.
What about that red bar thing that kept making your eyes twitch!
Wink

I'll work on reducing the latency later on, when all the actual functions are in.
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Two Offline
EIR Veteran
Posts: 2079


« Reply #24 on: January 20, 2010, 04:17:17 am »

Im not saying all of veir was better, just most of it.

The availability system was better, the RB's were better, the lack of OF factions was better, the repair system was better, the gameplay was better mostly due to it being attack/defend, the warmap was better and i personally prefered the old launcher/website but the new launcher helps with new players id guess.
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Quote
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IplayForKeeps: two = keeps
IplayForKeeps: i only have 1 friend
Unkn0wn Offline
No longer retired
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« Reply #25 on: January 20, 2010, 04:23:00 am »

There was no warmap lol. There were just numbers representing sectors  Tongue
There was also no availability system, at least not in the last year or so of vEIR.

So basically you'd like to go back to having an absolutely overpowered company with absolutely no spam limitations, given you play enough games. Oh and you want to have only attack and defend again too.

If you look at it from that perspective, I guess vEIR was better, but only for people like you.


P.S I'd also like to point out that attack/defend is probably going to become more common when we get a real warmap. We will also be reworking RBs and a whole bunch of other base mechanics.... There's seriously a lot of exciting things in the works!
« Last Edit: January 20, 2010, 04:28:22 am by Unkn0wn » Logged
EIRRMod Offline
Administrator / Lead Developer
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« Reply #26 on: January 20, 2010, 04:29:11 am »

P.S I'd also like to point out that attack/defend is probably going to become more common when we get a real warmap. We will also be reworking RBs and a whole bunch of other base mechanics.... There's seriously a lot of exciting things in the works!
Lies!

We only suppress the masses into feeding the Devs with PPs!
Delicious, grinded PPs!
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Two Offline
EIR Veteran
Posts: 2079


« Reply #27 on: January 20, 2010, 04:33:22 am »

There was no warmap lol. There were just numbers representing sectors  Tongue
Bit like the thing we have now

So basically you'd like to go back to having an absolutely overpowered company with absolutely no spam limitations, given you play enough games. Oh and you want to have only attack and defend again too.
No, id like to go back to personalised companies, and not only attack/defend, but it being the most played mode
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #28 on: January 20, 2010, 05:32:24 am »

Have you tried hosting an attack or defend, two? I dont think a lot of players would join you and keeps defending twice. The point I am trying to make is that the better the players are the more tricks and bs they can pull out of the preparation time.

The only good idea of related to having defend or attack is to make it so that you cant EXPECT or KNOW what you get what so that your company must be able to do both roles equally good.

When you know you are probably defending or attacking, it turns mega faggy. Players load up on the kind of crap that is assrape on the defence and bigfail on the offence.

They should edit the modes some more to make it interesting. There should basically be three modes:

R-mode / ME and Random attack/defend.

People that want a aggressive head on attack can go for R mode and ME. People who want balanced companies slugging it out in attack or defend, can get that. 50% chance of either for each team.

Right now there's no sure way to guarantee a random 50% chance of attack or defend

« Last Edit: January 20, 2010, 05:52:16 am by Smokaz » Logged

SlippedHerTheBigOne: big penis puma
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Two Offline
EIR Veteran
Posts: 2079


« Reply #29 on: January 20, 2010, 06:01:17 am »

I have tried hosting attack and defend games, noone joins, even when im attacking its "two put it on ME"

And possible mega faggy defensive setups fail once youve broken the line. Attack/defend is no where near as faggy as people think it is.
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #30 on: January 20, 2010, 06:19:07 am »

NO thanks, we don't need the "ok guys, the next 3 weeks we will be defending, go change your companies".

3 weeks of torture games with everyone having crazy defense/attack companies later. "ok guys, we are on attack, this might take 1 month or so"

yay! no.
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #31 on: January 20, 2010, 06:29:36 am »

I love how Two argues against people that has played vEiR for months/years, when he barely played it 2 months.
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If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1566



« Reply #32 on: January 20, 2010, 06:34:35 am »

Well I sorta agree with him. I enjoy attacking way more than R+ or ME. Defending is boring as shit though
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Two Offline
EIR Veteran
Posts: 2079


« Reply #33 on: January 20, 2010, 06:48:43 am »

I love how Two argues against people that has played vEiR for months/years, when he barely played it 2 months.

Dont need to play for years to realise something is better.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #34 on: January 20, 2010, 06:50:59 am »

Whats the biggest difference between EIR and EIRR that EIRR cant easily emulate by choice or provide a superior replication of, Two?
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Leafedge Offline
EIR Veteran
Posts: 270


« Reply #35 on: January 20, 2010, 07:41:25 am »

The availability system was better, the RB's were better, the lack of OF factions was better, the repair system was better, the gameplay was better mostly due to it being attack/defend, the warmap was better and i personally prefered the old launcher/website but the new launcher helps with new players id guess.

QFT

Availability system was better because availability just limits creativity. Before you were limited by mind and resources alone. Now you are forced into semi-generic builds. There is no reason for it. Yes, players can spam units easier there. But it just means that everyone can spam units instead of just people who gamespam. No, vet and abilities should come with games, not company variety.

RB's - Once again, you could get more creative. There were no limitations...per se, but at some point you really weren't getting them anymore. Not a huge difference here.

OF Factions blow dick.  Lack of them was what brought me into EiR.

Repair System - I already commented on.

Attack/Defend - Not a huge issue with me, but I didn't mind the weeklong defense or such. Just use your AB company of offense or Armour on defense. Set them up accordingly. Or just defend from both sides. You still get to pick what you do.

Warmap - Well...It isn't really doing anything huge yet, so I guess there is no...problem with it?

Old Launcher - Awesome. Nothing beats the humour caused by getting randomly kicked out of your game every so often. It also made watching replays a lot easier. Plus you only did game setup while dealing with its lagness.
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RikiRude Offline
Donator
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Posts: 4376



« Reply #36 on: January 20, 2010, 02:08:22 pm »

I like the current repair system over the old, but I agree it has a lot of room for improvement. In general, I like EIRR much better, it's just harder to balance with all 4 factions in. I hated the old launcher website, I feel that it lagged way worse, and the launcher we have now is just so much easier to use, not to mention looks better. I also like the idea of not knowing exactly what mode you are going to be playing. It makes it worth it to always have a call in for defense, ie a couple of units to lay out mines/wire/tt.
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #37 on: January 20, 2010, 02:27:09 pm »

And Two,
the repair system in EiR and OMG are nearly the same.

In EiR you got a repairkit that basically lets you revive a tank that had his appearance already. You use it once and you get a full hp/tank in shape back.

In OMG you have the normal repair with the feature, that tanks will lose their defense and take more damage. SO you have a repairblob to repair your tank and you basically will only once profit from the repairing, not to mention it takes more time.

Both systems restrict your tank lives.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #38 on: January 20, 2010, 02:45:40 pm »

I guess he rather wastes population you could otherwise invest in combat on repairing?
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Two Offline
EIR Veteran
Posts: 2079


« Reply #39 on: January 20, 2010, 03:07:30 pm »

Yeah i do, it then requires a tactical choice, do i repair my tank, or do i not repair it and have more field presence.

EIRR is a dumbed down version of eir.
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