Re-deploy Screen ?

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.
Status
Not open for further replies.

Mantik

Master Beta
Apr 2, 2004
1,029
0
0
Philthy
Loqa said:
Having the radar on screen and updated to your position when you click into a deploypoint to be deployed would be the best of both worlds IMHO.
The UT2k4 deploy window is way to annoying.

Get this mutha a BEER. That's an awesome idea! :tup:
 

Naib

New Member
Jan 31, 2004
332
0
0
Mort_Q said:
If they go with the idea of adding the ONSish ability to use the deploy points to teleport between your teams deploys, then perhaps they could also have all the friendly units appear on the radar/map as well.

Didn't they say somewhere that they where not going to add that in?

Imagine how hard it would be to hack deploys. All a team needs is someone porting between deploys killing anyone trying to hack them.

A map like sunset beach is hard enough to take back if you lose the deploys. It would be a lot worse if players could teleport between deploys

It would also mess up the deploy time system, as you could just spawn at the one with the least time and then teleport to the one you want to use.
 

Mort_Q

New Member
Sep 4, 2003
453
0
0
Edmonton, AB, Canada
Naib said:
Didn't they say somewhere that they where not going to add that in?

Imagine how hard it would be to hack deploys. All a team needs is someone porting between deploys killing anyone trying to hack them.

A map like sunset beach is hard enough to take back if you lose the deploys. It would be a lot worse if players could teleport between deploys

It would also mess up the deploy time system, as you could just spawn at the one with the least time and then teleport to the one you want to use.

I hadn't heard that they'd ruled it out, just that they considered it. It changes the stratagies a bit, but I wouldn't say that you could keep anyone from hacking the deploy points, just slow them down.

It's not my call.
 

Xaero

Who Dey!
Oct 11, 2003
2,550
0
36
42
Cincinnati
www.xaero.us
Naib said:
Didn't they say somewhere that they where not going to add that in?

Imagine how hard it would be to hack deploys. All a team needs is someone porting between deploys killing anyone trying to hack them.

A map like sunset beach is hard enough to take back if you lose the deploys. It would be a lot worse if players could teleport between deploys

It would also mess up the deploy time system, as you could just spawn at the one with the least time and then teleport to the one you want to use.

Well, what if the deploys still were on a timer? You can select at any deploy your team controls, but if you select one that just deployed a moment ago, you have to wait the full 20 seconds or choose another deploy point? Or if the deploy is in the process of being hacked, it couldn't be jumped-to? People could still respawn there while being hacked, but someone simply could not do a jump to that deploy during the hack?
 

Mort_Q

New Member
Sep 4, 2003
453
0
0
Edmonton, AB, Canada
Xaero said:
Well, what if the deploys still were on a timer? You can select at any deploy your team controls, but if you select one that just deployed a moment ago, you have to wait the full 20 seconds or choose another deploy point?

I trust they never considered not having to teleport outside the normal respawn time setup, else all you would ever do it deploy at the soonest point and teleport to the desired point. It'd have to be just like respawning, just without having to have died.


Xaero said:
Or if the deploy is in the process of being hacked, it couldn't be jumped-to? People could still respawn there while being hacked, but someone simply could not do a jump to that deploy during the hack?

Again, people would just suicide and deploy instead of teleporting.

I don't think it really is an issue. I'd make it checkbox feature like the TL in CTF, but I'm afraid it would split the community... or a mutator and it will be as loved and/or reviled as Istagib-XMP <shudder>
 

dutch_gecko

Think Pink
Jun 16, 2004
1,882
1
0
www.dutch-gecko.co.uk
Again something from the Tribes world: In the new game (or at least the beta) you use numbers to decide which deploy to use, and there's still a timer. The timer operates differently from XMP but that's not the point. Its just that I hated having to click on the map, since my mouse always seemed to be in an odd place and never moved fast enough. If FMI sticks to the old jump to cycle, we also need a button that lets you go backwards, just to keep my sanity. Nothing more annoying than accidentally flicking through the deploys too fast.
 

Liuokin

XMPTV
Feb 9, 2004
77
0
0
www.xmptv.com
whaat?

What the hell are people talking about?

Wasn't this supposed to be a port of XMP to ut2k4?

Ortographic map!? What the ****!?

If you seriously don't know where to spawn and where the deploys are and what they are called you really should be studying the map more. Seriously.

This isn't BF1942, this is supposed to be XMP.

kthxbye.
 

Dandeloreon1984

CXP Director
Jan 31, 2004
1,303
0
0
Mort_Q said:
I trust they never considered not having to teleport outside the normal respawn time setup, else all you would ever do it deploy at the soonest point and teleport to the desired point. It'd have to be just like respawning, just without having to have died.




Again, people would just suicide and deploy instead of teleporting.

I don't think it really is an issue. I'd make it checkbox feature like the TL in CTF, but I'm afraid it would split the community... or a mutator and it will be as loved and/or reviled as Istagib-XMP <shudder>

uhh... on a small point, the teleportation needs to be like translocator ;) because no one wants the arti carrier hitting the first deploy and warping all the way back to there base without giving themselves a little bit of a rought time.
 

Sir_Brizz

Administrator
Staff member
Feb 3, 2000
26,020
84
48
Liuokin said:
whaat?

What the hell are people talking about?

Wasn't this supposed to be a port of XMP to ut2k4?

Ortographic map!? What the ****!?

If you seriously don't know where to spawn and where the deploys are and what they are called you really should be studying the map more. Seriously.

This isn't BF1942, this is supposed to be XMP.

kthxbye.
Oh look! You don't have a point! HOW CUTE!!!!!

We're trying to figure out how to help NEW PEOPLE. If you don't want new people playing go back to U2XMP.
 

Mort_Q

New Member
Sep 4, 2003
453
0
0
Edmonton, AB, Canada
Liuokin said:
If you seriously don't know where to spawn and where the deploys are and what they are called you really should be studying the map more. Seriously.

We're just discussing something that we think would make the learning curve easier to deal with; XMP deserves to be played, and to keep and audience, you need to keep people playing long enough to get hooked.


Dandeloreon1984 said:
uhh... on a small point, the teleportation needs to be like translocator ;) because no one wants the arti carrier hitting the first deploy and warping all the way back to there base without giving themselves a little bit of a rought time.

Also true. Which brings us to...

WolfmanK said:
There should not be teleporting in XMP.... Changes the game too much.

... which I agree with for the most part. Although, you could suicide and respawn, which is pretty much the same thing, since they could never let you teleport with an artifact.

Whatever, it wasn't my idea, it was FMIs.
 

Sir_Brizz

Administrator
Staff member
Feb 3, 2000
26,020
84
48
Mort_Q said:
We're just discussing something that we think would make the learning curve easier to deal with; XMP deserves to be played, and to keep and audience, you need to keep people playing long enough to get hooked.




Also true. Which brings us to...



... which I agree with for the most part. Although, you could suicide and respawn, which is pretty much the same thing, since they could never let you teleport with an artifact.

Whatever, it wasn't my idea, it was FMIs.
I think this is fine, but I think teleporting to a "permanent" spawn point should be on the fly.
 

McKain

Professional Suicideer
Jul 10, 2004
17
0
0
Sir_Brizz said:
I think this is fine, but I think teleporting to a "permanent" spawn point should be on the fly.

If the teleporting is on the fly, then ther is no point in having the spawn time
and whitout spawn time it will be nere to impossible to rehack the DP
 
Last edited:

Sir_Brizz

Administrator
Staff member
Feb 3, 2000
26,020
84
48
PERMANENT spawn points. Like the ones inside your base? Yah. The ones that CAN'T BE HACKED.
 

Mantik

Master Beta
Apr 2, 2004
1,029
0
0
Philthy
Sir_Brizz said:
PERMANENT spawn points. Like the ones inside your base? Yah. The ones that CAN'T BE HACKED.

You mean the ones that are usually like 10-20 feet apart from each other on maps that have multiple static unhackable deploys? That'd be, uh, pointless at best.
 

Dandeloreon1984

CXP Director
Jan 31, 2004
1,303
0
0
[BBF]Mantik said:
You mean the ones that are usually like 10-20 feet apart from each other on maps that have multiple static unhackable deploys? That'd be, uh, pointless at best.

you are right about that, i agree, but it would not hurt to allow teleporaton if you wind up deploying at the wrong spawn point ;), but for arti runners this should not be allowed no matter what, and this should also be left up to server admins as a setting to change.
 

Mort_Q

New Member
Sep 4, 2003
453
0
0
Edmonton, AB, Canada
They could make it a checkbow, like the "allow translocator", then the only argument would be which version should be the default; the Old-Skool, "allow teleport" checkbox unchecked, or the Zippyer "allow teleport" checkbox checked?

Try saying that three times fast.
 

Sir_Brizz

Administrator
Staff member
Feb 3, 2000
26,020
84
48
[BBF]Mantik said:
You mean the ones that are usually like 10-20 feet apart from each other on maps that have multiple static unhackable deploys? That'd be, uh, pointless at best.
I meant FROM the hackable ones to the ones in your base, as long as you don't have an arti.
 
Status
Not open for further replies.