Energy Reserves

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sabrewulf

Team Horsemen Founder
Aug 20, 2004
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I hope you guys work this out good .. the one thing I didn't like about U2XMP was the way it handled energy consumption and how it linked to almost everything the team did. I didn't like how you could have several (if not all) of the power gens on a board, but still struggle with keeping your artifact station powered to score when you had a full team using all the little items on a board.

I was in the U2XMP beta and played a little out of release, but have not played since it was patched. So I don't know if it was ever fixed.

I would like to see the power reserves (battles for control of the levels gens) in place, because that’s what XMP was about, but I don't like it when the whole game depends on if you hold more than half of the gens to score. I watched too many stand off because a team could not score becase their artifact stations was not powered but they controlled 75% of the levels gens.

Looks great so far, and I'd like to see what you've done with the UT2K4 engine. Keep up the good work.
 

Fleury14

Lei STILL sux. It's true.
Jan 6, 2003
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sabrewulf said:
I hope you guys work this out good .. the one thing I didn't like about U2XMP was the way it handled energy consumption and how it linked to almost everything the team did. I didn't like how you could have several (if not all) of the power gens on a board, but still struggle with keeping your artifact station powered to score when you had a full team using all the little items on a board.

Because I want to see a team bring out 40 turrets when they have all the energy sources!

Energy management is part of what makes XMP what it is. Holding energy AND being able to penetrate other teams defenses to grab an art and bring it back is a team effort. Going in and grabbing an arti alone and bringing it back is much more of an individual effort. XMP is a team game.

If your team can't hold an energy source, you don't deserve to capture the arti. If you have them and you can't score, you need to lighten up on the deployables. This balance defines XMP. It should NOT be messed with at all.
 
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Pro^Kp

[DCSB]Callisto/Talon|Se7eN
Jan 24, 2004
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Also the energy amount produced is based on the map maker since there the one who chooses how much evergy is produced. like on Lowlands eveyone knows not to put turrets down. where as on kanoja if u have just 1 on the gens u can have a copius Defence.
 

W0RF

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Apr 19, 2002
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More than anything you need to be mindful of energy consumption by teammates (that nice little graphic in the lower right of the HUD). I commonly throne-watched in Garden, for example, and had a nice defensive setup with forcewalls and turrets, and if I had a gunner with me, he'd mine some key places. But if our team was bleeding energy, I would prioritize and take down some deployables. I give benefit of the doubt (assuming we had 2 or more gens) that deploys elsewhere on the map are in fact necessary. I hope anyone reading this (of course, the problem is, the ppl reading this are probably just the 10% who actually play the game right, making this preaching to the choir) will realize that, while spelling your clan name in trip mines may be funny to look at, in the meantime one autogun and my poor aim may be all that stands between the red team and our artifacts.

Energy should require work to manage properly, but still be sufficient that your team can actually DO things (COUGH Lowlands COUGH). I mean, why have a map with like eight manned turrets when you can't even use any of them unless you control ALL the energy? On the other hand, what fun is it when you can set up the Nakoja caves as impenetrable fortresses? (/me, the tech, answers: lots of fun) The best maps have a happy medium between them.
 

Retodon8

Sheep happens!
Jan 21, 2004
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sabrewulf said:
I was in the U2XMP beta and played a little out of release, but have not played since it was patched. So I don't know if it was ever fixed.

I didn't play much XMP at all, which is a shame, so I hope (and suspect) I'll like UT:XMP, but even I think the word "fixed" is really strange there. :)
If you don't like a feature of the game, it doesn't mean the game is broken.
 

sabrewulf

Team Horsemen Founder
Aug 20, 2004
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what I ment by fixed, was the problem of holding all the gens on a map ... not really having any deployables out, but a full team of players using turrets and vehicles, and still not having enought power to cap a artifact. When I left the beta .. they were working on fixing energy consumption, hence saying I am not sure if this was fixed (tweeked) or not ...

yes you need to watch your teams consumption, but the problem was owning all the gens and still having energy problems ...
 

Fleury14

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Jan 6, 2003
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sabrewulf said:
what I ment by fixed, was the problem of holding all the gens on a map ... not really having any deployables out, but a full team of players using turrets and vehicles, and still not having enought power to cap a artifact. When I left the beta .. they were working on fixing energy consumption, hence saying I am not sure if this was fixed (tweeked) or not ...

yes you need to watch your teams consumption, but the problem was owning all the gens and still having energy problems ...

Then you haven't played recently. Unless your team is spamming turrets, or you have a small amount of people on a 2-source map, if you have all the energy sources, you won't have problems.
 

S.I.X

New Member
Jul 30, 2004
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As fleury just said, if your team isn't retarded, you'll have enough energy. That's what makes midfield play crucial, and gives non-defensive gunners like me a friggin job.
 

Major-Lee-High

Im a ranter, ignore me!
Jun 27, 2000
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I liked the power thing myself, they took the basic rts power and put it to good use.

But things like the gunners mines taking power are ****ing stupid, especially when the mine didnt even use its power to tell if you were a teammate or not....
 

Naib

New Member
Jan 31, 2004
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There has to be some limit on how many mines you have, and using an energy is as good as any. If didn't do that each teams base would end up spammed with mines.

The only thing I would like to see added, is warning on your hud that lights up when you get near to a mine placed by your team.
 

W0RF

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Apr 19, 2002
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[Shadow]Aksen said:
The players might have matured?
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;)