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Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
190045 Posts in 11004 Topics by 18533 Members
Latest Member: Skuzie
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1  Savage XR / General Savage XR Discussion / Re: Getting Savage on Steam might just be possible on: August 31, 2012, 05:08:00 am
Greenlight is now a thing, if anyone would like to submit it.
2  Savage XR / General Savage XR Discussion / Re: Australian Server Down (and out?) on: September 17, 2011, 02:54:30 am
So, do we still have our weekly Sunday matches or whatever going on?
3  Savage XR / First generation changes / Re: S08: Sensors stacking up to 3 in a single inventory slot. on: January 18, 2011, 06:38:06 am
a bit more
4  Savage XR / First generation changes / Re: S08: Sensors stacking up to 3 in a single inventory slot. on: January 18, 2011, 04:16:46 am
Good to see there appears to be a bit more consensus on this than the other suggestions.

What about the other part of the suggestion, though?
Additionally, the number of sensors available to the team should be determined by the map's size. Formula may be something like 10+x/16, where x is the mapsize (ie, eden is 64, crossroads is 96).
5  Savage XR / First generation changes / Re: Read 1st! :: Suggest specific gameplay changes HERE on: January 17, 2011, 03:54:33 am
The re-balancing suggestion:
1. The precise change you wanna see done, including exact values and item/unit names etc.
The sensor, instead of taking up one inventory slot each, should instead be three sensors in one inventory slot. Additionally, the number of sensors available to the team should be determined by the map's size. Formula may be something like 10+x/16, where x is the mapsize (ie, eden is 64, crossroads is 96).

2. What triggered it (what is the CAUSE that made you think of something to eliminate that cause)
This thread. Evidently, beasts get a lot more wins, likely from sac rushes (might be a stretch), and I believe this is largely due to a lack of scouting from humans. If not sac rushes, I still believe it's a necessary change to make.

3. The predicted overall effect of your change (its PURPOSE).
Humans will have more reason to carry more sensors, freeing up inventory space for their other items (meds, ammo pack etc) thus increasing the information that humans have about the beasts' movements from the amount of sensors.

The impact on the game:
4. What will become harder to do, and for whom (units, teams etc).
Sacrifice rush and other sneaky tactics from beast team (on the condition that humans actually use sensors.)

5. What will become easier to accomplish, and by whom.
Humans will have an easier time defending against sacrifice rush.

6. Will it make the game harder or easier for newbies (vs. veterans), and why.
Much easier for newbies; they will be able to perform the scouting role much easier. Newbie commanders may also be better prepared to hold off a sac rush.

The ripple effect
7. Subsequent changes needed to tone down (compensate for) the effects of this change.
not really sure

8. Other changes, which the current suggestion would benefit from or depends on (so it can work properly).
also not really sure
6  Savage XR / General Savage XR Discussion / Re: Beast wins vs Human wins on: January 17, 2011, 03:38:00 am
I think the solution might be simple.

Beast sac rushes are more successful if they go unscouted (from the sound of things, sac rushes happen a lot on Euro servers.)

What's the best way to scout for humans? Sensors.

The main reason why people don't take sensors is that they take up one inventory slot each, which leaves them less space for meds, ammo, reloc, etc.

So I suggest that sensors take one inventory slot between all three of them. Hell, I'm going to make this post in the balance thread.
7  Savage XR / First generation changes / Re: S07: A boost to the mana crystal's ability to recharge mana on: January 17, 2011, 03:29:09 am
The amount of shots of Tempest you can make in a row while holding down fire:
without mana crystal is 9.
with mana crystal is 11.
with mana crystal regen doubled is 13.
with mana crystal consumable is 18 (obviously).

Food, thought, etc.
8  Savage XR / Mapping & Modding Forum / Re: Maps based on real things on: January 15, 2011, 03:42:08 am
I am assuming by Big Game Hunters, he means the Starcraft map:
http://wiki.teamliquid.net/starcraft/images/0/0d/BigGameHunters.jpg

Unfortunately, it's flat as far as SC maps go.

Also, agreed with Ane about islandhill. Are we going to get water again?
9  Savage XR / General Savage XR Discussion / Re: Savage Allied Games on: January 05, 2011, 08:05:13 pm
Let's say we're playing on choke (pretend there are two bases on each side), and they have made a pmine garr/sub at a mid stone.
They were able to defend that outpost long enough to get BOTH a shield with towers and a healing spire.
K here's my idea:
Make it so only the healing spire OR Shield is activated at once. We would create a button that turns on either the healing spire OR shield. This button would have a cooldown of about 1 minute before you can switch back to the other tower/spire. This would make it so a shield isn't regenerating or a healing spire isn't invincible.

That idea just complicates things, in my opinion. How would the game recognise which shield and heal are paired together? What if there are multiple shields/heals in one location? Would both teams have to consent to this swap before it is engaged?

-In order for a sublair to be built, a beast MUST be in the area. vice versa
-Allies are able to build each other's buildings.

- I like this.
- I dislike this. There should be more seperation between the teams. And really I can't see a beast building a human structure with magic.

By the way, I don't want to give the impression that I dislike this mod idea. But these are problems that you should discuss and solve before you try and implement the mod.
10  Savage XR / General Savage XR Discussion / Re: Savage Allied Games on: January 05, 2011, 06:25:49 pm
He wasn't implying it was imbalanced, just that it wouldn't be fun to play games where for instance, as previously said, there would be shield towers and healing spires working in conjunction, creating an immovable fortress. For BOTH sides.
11  Off Topic / Other Games / Re: PICS: MINECRAFT on: December 26, 2010, 09:58:45 am
I'm just going to leave this here...
12  Savage XR / General Savage XR Discussion / Re: Better Savage WHAT on: July 18, 2010, 03:45:08 am
BLAZING CHASMS
We need more of these to leap over in Savage, then we can use this poster to advertise XR.
13  Savage XR / Mapping & Modding Forum / Re: NEW Savage XR Editor Mapping Guide on: June 27, 2010, 02:18:21 am
No
More like, the props are rotating on a horizontal axis (X and Y) with alt and ctrl, rather than a vertical axis. Right click is on a vertical axis (Z).

Anyway, frivolous detail. I'm pretty awful at worker pathing (look at my map dawn herp) so I'm looking forward to that addition.
14  Savage XR / Mapping & Modding Forum / Re: NEW Savage XR Editor Mapping Guide on: June 26, 2010, 01:24:10 am
I think you also mixed up your verticals and horizontals  in the little guide about prop rotation on page 25.
15  Savage XR / Mapping & Modding Forum / Re: NEW Savage XR Editor Mapping Guide on: June 25, 2010, 08:07:42 am
I learnt alot from the Manual Technique of Terrain Manipulation that I should've known but I didn't. In fact, I learnt a little bit about everything from it. Thank you for this!  Toot
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