[Feature request] Better co-operative respawn management

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
Post Reply
User avatar
Risen
Posts: 5263
Joined: Thu Jan 08, 2004 1:02 pm
Location: N44°30' W073°05'

[Feature request] Better co-operative respawn management

Post by Risen »

From discussion in another thread:
Kuroshi wrote:
Risen wrote:You also keep every weapon you've picked up and get 25 ammo for each type you can use. (Personally, I don't like that... it's rather advantageous to pick up a rocket launcher and intentionally kill yourself with it).
I don't like that either as it is really unbalanced. Like you said, you get a lot of firepower for the rocket launcher, but not enough cells for even one BFG shot. What would work best IMO would be to have an ammo count like what it would be if you recollected all the weapons you died with (i.e. you die with all the weapons, you respawn with 70 bullets (50 init plus chaingun pickup), 16 shells (Shotgun and SShotgun), 2 Rockets (Rocket Launcher), and 80 cells (Plasma Rifle and BFG)).
User avatar
Cutmanmike
Posts: 11354
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
Contact:

Post by Cutmanmike »

and if a player is on your start point and you respawn in their's, you lose all the weapons (Yipee!)
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Post by Xaser »

I second the fixing of this.
Turquoise_Daffodil

Post by Turquoise_Daffodil »

So do I. And at least, include an option to turn this respawn off.

Actually, the only thing that makes the current settings unfair is the rocket launcher in doom. Getting 25 rockets to ease your death is too much. It's rather unsatisfying to battle a cyberdemon, get splattered, return to him with another volley of rockets, get splattered again, return again, repeat until cybie's dead.

But also, the option to turn it off should exist as sometimes it serves the player just right to lose all weapons for dying.
User avatar
Enjay
 
 
Posts: 27169
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Post by Enjay »

Having said that I like the way Zdoom handles things (in the other thread) this has now reminded me that I did think the 25 rockets was a bit over the top. Especially as I was playing a co-op game in Ep1 and 25 rockets was just overkill.

Mind you, I wanted more than 25 cells or 25 bullets for the chaingun in another game, so meh! But it is still better than the original IMO.

I do like the way you only respawn with things you are "entitled to". ie no weapons you haven't already found in a previous life and no keys that haven't yet been picked up.

Anyway, instead of just a toggle on and off, how about making things configurable? That way the server could set player_respawn ammo values by type?

sv_player_respawn_weapons_keys (1/0)

(or possibly
sv_player_respawn_weapons (1/0)
sv_player_respawn_keys (1/0) )


sv_player_respawn_bullets (value)
sv_player_respawn_shells (value)
sv_player_respawn_rockets (value)
sv_player_respawn_cells (value)

Heretic and Hexen stuff too?
Turquoise_Daffodil

Post by Turquoise_Daffodil »

Heretic is very similar to Doom, except that it has inventory items - which is another matter. Whenever I play co-operative games with my friends (Doom, Hexen or Heretic), none of the items respawn, even though the host has the 'items respawn' option set to 'yes'. Still, everything disappears forever, from the blue vials to the purple potions to the portable maulotaurs... any ideas on this?

But back to this topic, I said something in the other thread that the Hexen values are right as they are now: you need to keep the parts of the fourth weapon, the keys, and the other weapons as it is too hard to get them back otherwise. And the amount of ammo is also well-balanced, you get about ten shots with weapon 2, five with weapon 3 and one with weapon 4. So (except maybe for the inventory items) Hexen should stay as it is, in my opinion.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Post by wildweasel »

I think key pickups should be global - if one player gets one, then they all get it. This would naturally be a toggle in DMFLAGS...all too often my brother picks a key up and I can't find where it is.
User avatar
Risen
Posts: 5263
Joined: Thu Jan 08, 2004 1:02 pm
Location: N44°30' W073°05'

Post by Risen »

wildweasel wrote:I think key pickups should be global - if one player gets one, then they all get it. This would naturally be a toggle in DMFLAGS...all too often my brother picks a key up and I can't find where it is.
I strongly disagree. This would break a number of maps built specifically for cooperative play that rely on keyed doors to separate players until later in the level.

I suggest you and your brother learn to communicate better. (though multiplayer map marking would be a benefit as well)
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Post by wildweasel »

Risen: That's why it would be a toggle option.
User avatar
drfrag
Vintage GZDoom Developer
Posts: 3200
Joined: Fri Apr 23, 2004 3:51 am
Location: Spain
Contact:

Post by drfrag »

Hey, i believed you got the ammo you brought into the level like
in quake. That would be fine for me.
User avatar
Bio Hazard
Posts: 4019
Joined: Fri Aug 15, 2003 8:15 pm
Location: ferret ~/C/ZDL $
Contact:

Post by Bio Hazard »

i want an option where if you die, you stay dead untill evryone else dies, then you all respawn at the same time (as a group reunited) (this would be a DMFLAG of course)
Post Reply

Return to “General”