[B1][ManiaScript] Arbitrary restrictions
Moderator: NADEO
Re: [B1][ManiaScript] Arbitrary restrictions
Seems to me they want to do simplified gameplay, focused on aim, without forcing to make decisions regarding what weapon to use, which might be not trivial during intense moments, that also explains why we have only three types of weapons. Seems fine to me and I don't see it as a big issue. I know about railgun plates, but it is different from switching weapons all the time, since there are lots of situations when you want to get someone distant by railgun and by rocket at close range. If they allow to choose weapon on spawn, then it is about making decision once, you choose your strategy (distant or close combat) and pursue it till win or death. I find this simplification as an interesing idea, even though it is in a form of limitation.
- Awpteamoose
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- Joined: 12 Jul 2012, 20:27
Re: [B1][ManiaScript] Arbitrary restrictions
I've found a lot of limitations or just plain lack of features in ManiaScript. I want to change players positions, change rocket/nucleus speed, splash radius and knockback (so I can maybe enable rocketjumps or give railgun knockback), change walk speed, jump height, etc.
@Alexey85, ability to change weapons while alive doesn't mean that it has to be player's choice. A general idea of simplicity doesn't warrant these limitations since you can already create an infinitely complex gamemode with more rules than you can fit on a spawn screen.
@Alexey85, ability to change weapons while alive doesn't mean that it has to be player's choice. A general idea of simplicity doesn't warrant these limitations since you can already create an infinitely complex gamemode with more rules than you can fit on a spawn screen.
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Re: [B1][ManiaScript] Arbitrary restrictions
These limitations are terrible and will stifle the creativity of the community as long as they are in place.


Find me in game as "Tobias"
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Re: [B1][ManiaScript] Arbitrary restrictions
Now that EliteExp exists, I feel the need to bring this up again because it makes even less sense.
And yet why can't we, the custom game mode scripters, decide to do something like change a player's weapon when he's standing on the goal, or after he hits someone, or et cetera...
It makes no sense to me.
We now have a game mode -- an official game mode from Nadeo no less, that has completely unique movements and gameplay artifacts featured nowhere else. That's beyond learning "new strategies and tactics", that's learning a completely different gameplay style because the skill set is different. If a new player just walks into EliteExp, he's going to have no idea why lasers suddenly destroy rockets, why players can walljump, et cetera... when it doesn't happen anywhere else in the game.<@Gugli[Nadeo]> MattW_CFI: I'm not the one making these decisions, and I know it prevent some new modes, but mostly, it prevent people from doing modes where players don't know what's happening
<@Gugli[Nadeo]> The purpose is, whatever the mode, you can increase your playing skills
<@Gugli[Nadeo]> When you try a new mode, you just have to learn new strategies, tactics
And yet why can't we, the custom game mode scripters, decide to do something like change a player's weapon when he's standing on the goal, or after he hits someone, or et cetera...
It makes no sense to me.
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