Kuroshi wrote: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)).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).
[Feature request] Better co-operative respawn management
[Feature request] Better co-operative respawn management
From discussion in another thread:
- Cutmanmike
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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.
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.
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?
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?
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.
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.
- wildweasel
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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.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 suggest you and your brother learn to communicate better. (though multiplayer map marking would be a benefit as well)
- wildweasel
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- Bio Hazard
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