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Messages - Spanky

Pages: 1 ... 14 15 [16] 17 18 ... 564
226
Slots & Loadouts / Re: SF Hospital
« on: Sunday, July 26, 2015, 13:51:15 PM »
I'll probably get a lot of hate for this but RPG wouldn't be too bad. It fits in well with the Indigenous Forces loadouts and having a single RPG that can only shoot in a straight direction won't do a ton to change the balance of the game.

227
Slots & Loadouts / Re: SF Dockside
« on: Sunday, July 26, 2015, 13:49:32 PM »
Perhaps then we can remove 1 grenade from every slot? Let's see how 34 slots plays out, we can make changes from there.

228
Drama & Spam / Re: stop
« on: Sunday, July 26, 2015, 13:48:09 PM »
Pretty sure I deleted them and banned you. It's funny that you're demanding that I do something with code that I created and own. Last I checked, you're not a shareholder.

The problem here is all you buddy. Don't air out your dirty laundry in the public shoutbox, it looks bad. If you've got a problem with another user, grab some proof and make an intelligible forum post. Until then, I'll happily keep deleting inappropriate and hateful shoutbox posts and ban the users that participate in their discussion.

229
Feedback & Suggestions / Re: Player base dropping, new features needed?
« on: Saturday, July 25, 2015, 23:40:45 PM »
If I want to set a wired trap and enemy trips on it, he would lose half of hp. If enemy steps on my mine, he blows up.
This is actually more doable than it sounds, it was included in AA up to version 2.3...


I imagine it would take the similar effort that was used to port the ACU outfits from 2.8.5.

230
Feedback & Suggestions / Re: Player base dropping, new features needed?
« on: Saturday, July 25, 2015, 21:42:58 PM »
1. New reviving feature, something like AAPG. it can be basic and doesn't need to be fancy stuff.
Possible, may take a while to get working right.

2. New custom weapons added? Also including knife?
Possible but highly unlikely unless it's from 2.8.5 or a copy-paste of another weapon. This takes animators and extensive 3D work, both of which we can't rely solely on ELiZ for, it would take up far too much of his precious time.

3. Objectives re-thinked and re added in making better teamwork. In hospital 2 objectives etc, 1 team  to rescue VIP and other to get a briefcase. for doing 1 objective you get less points that for doing both of them.
I want this, I really do. I would like to see my Battlefield-style objectives implemented in other maps. There was an issue however; the objective can only be taken by one person at a time. Someone else on your team can come in and prevent both of you from taking the objective. I recall that ELiZ looked into it and would have to make a sub-class objective actor with a couple variables changed. I don't know how much work that would take but again, ELiZ's plate is pretty full.

4. Improved sound, lessen the sound if possible in any way so people don't hear you across the map.
I'd like this too but it's not going to happen. We don't have the engine source and even if we did, we don't have coders knowledgeable enough in engine design to modify these kinds of things.

5. Adding female character soldier.
6. Possibility of perks?
8. Adding custom in creating your own soldier or soldiers face?
As shown in your videos below, I 100% agree. Would love to see these.

7. Adding flag/bomb objective feature?
That's pretty much what Mout McKenna is. I've often thought of more capture-the-flag maps. They would be fun, especially if the Battlefield-style objectives could be done. Multiple flags being taken in a radius. Theorhetically, we could do random spawns for players and objectives to really mix things up.

9. Work on crusade mods to bring back fun servers fully tracked?
Some of the mods could be implemented but they would have to be broken down and separated. We'll never fully track the Ultimate mod, there's far too much stat abuse and unrealistic gameplay with it. Some aspects though, are nice and can be tracked. 82nd Shad has rebuilt and improved the WeaponPicker mod. He may be interested in reworking some other mods to get them tracked or re-released.

10. Swap teams after 6 rounds depends what is the total amount of rounds like in aapg.
I see no reason why this couldn't be added, set as a server-side option for admins to enable.

11. Editing main maps with holidays, like july 4th maybe adding american flags or such at these kind of events.
This one is just a matter of time. Me & Killaman hardly have any time to edit maps as it is, we should focus on adding slots to existing maps, fixing things up and stuff like that. Holiday maps are fun but they're short-lived and take a decent amount of work.

12. Adding traps, mines, wired trap? :)
Could you elaborate?

13. Adding voice sync like in aapg, using ts3 really lags for me and it would be really helpful to communicate with others.
I doubt you'll get this. People will still prefer TS3 and it would take a massive amount of work to get VoIP in-game and working properly. Not really worth the time investment.


This is something that eliz has worked on




Female character =
^^ If we can get that, it would be sweet. I don't know about using the skins/attachments as perks but character customization could be fun. I suspect other things like headphones, turban, the PWNED target and others could be attached to a player with more work. Anything to increase the fun factor.

231
Feedback & Suggestions / Re: Player base dropping, new features needed?
« on: Saturday, July 25, 2015, 15:08:58 PM »
The bigger problem is limited developers. ELiZ is pretty much the only one that knows how Assist and critical game code actually works. The rest of us are utterly clueless. Then there's me & Killaman that know how to map, the others have pretty much disappeared. So, with so few of us that have the ability to work on the game, the biggest factor is time. We all have personal lives and without getting into much detail, our jobs suck up most of the time.

What we need is more developers but then comes the tricky question... who can we trust and how do we set things up to allow oversight of things being added to the game. Keeping the core content the same is key in this project. We don't want this game turning into an unrealistic zombie shooter. There's a fine balance between keeping the game the same and improving it.

232
Feedback & Suggestions / Re: Revive option added as in AAPG?
« on: Saturday, July 25, 2015, 15:05:39 PM »
Seems like something master-coder ELiZ could do :)

233
Slots & Loadouts / Re: SF Dockside
« on: Saturday, July 25, 2015, 13:43:51 PM »
Progress has been made but another wall was hit.

234
Slots & Loadouts / Re: SF Dockside
« on: Saturday, July 25, 2015, 12:39:04 PM »
I've patched our Editor code, hopefully it will allow us to keep the destroyable doors, we have to test it further.
Seems like it works as it should. The option shows up in the editor and loaded the value from the map automatically. Building the map now and will test shortly. 34 slot Dockside is coming guys, thank ELiZ for it!

235
Slots & Loadouts / Re: Steamroller
« on: Friday, July 24, 2015, 19:28:11 PM »
So basically a duplicate of Bravo squad? Why not have 34 slots, even if servers only do 32? Sometime down the road it may be changed.

236
Clan Recruitment / Re: ^this.is.a.recruitment.topic
« on: Friday, July 24, 2015, 15:33:48 PM »
Yes, if you count the Cheez-It crumbs that fall into Killa's crotch.

237
Clan Recruitment / Re: ^this.is.a.recruitment.topic
« on: Thursday, July 23, 2015, 20:23:40 PM »
It's good to have a seasoned player back in the game :)

238
Slots & Loadouts / Re: SF Dockside
« on: Thursday, July 23, 2015, 18:44:06 PM »
I've asked ELiZ to take a look and see if he can fix the missing code in the editor. I tried my solution and haven't gotten it to work yet. If ELiZ can't do anything about it (who am I kidding, he's a code wizard) then I'll re-visit my doors and work on them some more. In the mean time, Dockside will be on hold. New map anyone?

239
Slots & Loadouts / Re: SF Dockside
« on: Thursday, July 23, 2015, 15:05:18 PM »
Killaman rudely pointed out that by editing Dockside, the breachable doors are able to be opened from the outside without breaching them. Of course he mentioned this after I had added all the player slots. So, now I'm making new doors that will hopefully work properly.

240
Slots & Loadouts / Re: SF Dockside
« on: Thursday, July 23, 2015, 13:08:27 PM »
Sounds good to me except I've not messed with random playerstarts before. The chances of me screwing this up are high.

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