donate command [message #109728] |
Mon, 23 August 2004 19:49 |
falcon030
Messages: 16 Registered: April 2004
Karma: 0
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Gizbotvas | I was in a game that had the !donate command and I was greatly annoyed. I personally took out the enemy Refinery, but it was halfway through the game. The point-mongers had enough credits to supply their team with sbh nukers for the rest of the map.
When I take out an enemy Refinery, it is SUPPOSED to be an inconvenience, not an obstacle to bypass with cheap, whiny hand-outs never intended by game deisgners.
In my opinion this command is almost as bad as cheating. When you have no refinery, you have no income. If you want the ability to buy beacons and Sakuras for your teammates, then keep your Refinery and harvester alive. This bulls*** end-around to make gameplay easier belongs in unladdered, Gamespy games where extras and cheats run rampant.
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How is donate almost as bad as cheating? Cheating ruins games and makes everything pointless. Donate however creates teamwork and lets people who have no credits get back into the game and be able to help their team do something. Why the hell shouldn't someone with extra credits be able to give them to someone else.
But oh yes, I can see how donate is almost as bad as cheating. :rolleyes:
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donate command [message #109785] |
Tue, 24 August 2004 06:45 |
Vomancha
Messages: 21 Registered: February 2004
Karma: 0
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I for one am all in favour of the !donate command. It adds a whole new dimension of strategy and teamwork to the game. You complain that the "pointwhores" can give money to their team mates and this was "unfair" because you destroyed your opposing team's refinery. Guess what, stop the pointwhores! If you allow a pointwhore to obtain creds for his team then more fool you for allowing them to do it and not pooling your resources to kill them.
Many a time I have encouraged my team to collectively pool cash for an early APC rush and yes the first few times it worked and I would try it 100% of the time. But it doesnt work on every map (field is a example of a map where it rarely works) and it doesnt work all the time. Yes at first it worked almost all the time, but now people are getting wise to it. Depending on my team and my opponents depends on whether I try the early rush or the defensive strategy. Tactics now plays as much a role in a map than individual skill will. But this isnt the only teamwork it promotes. Very rarely does anyone ever offer to buy someone a tank. I've seen it probably less than 10 times. How many times have I seen "can i have 200 creds please to get a stank" or "can i get 150 creds to buy a sniper" and someone has immediately gone "!donate soandso 200". Thats what teamwork is about, helping other people out on your team. We've all joined a game with no Refinery and 100 starting creds. I personally find it boring having no credits to afford something worthwhile to help the team. Ok yes it was my team's fault for letting the refinery die but why not allow us to work as a team to turn around such a loss. Whenever I kill a building in Renegade I never think of it as a game winner whether it be the Power Plant, Barracks, Hand, Refinery or Airstrip. The game isnt over till its over. If you want to win then your team has to work for it. The !donate command supports teamwork and I'm all for it.
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donate command [message #109794] |
Tue, 24 August 2004 08:26 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
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General (1 Star) |
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Aircraftkiller | It equates to cheating because credit transferring was never an intended feature for multiplayer Renegade. The reasoning behind this logic was that people would not be punished for losing the Tiberium Refinery, or not defending the Tiberium Harvester.
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Tell me then, why does "Donate" exist in the strings database?
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donate command [message #109837] |
Tue, 24 August 2004 12:38 |
falcon030
Messages: 16 Registered: April 2004
Karma: 0
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PermaGrin |
Blazer | I have no desire to play in a game where the winning outcome is based on who rushed within the first 60 seconds, instead of strategy, skill, and teamwork (real teamwork not collecting money).
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Blazer | A team of experienced players could wreak havoc by pooling credits and doing an APC rush full of hotwires in the first 60 seconds.
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WTF? You want to win based on strategy, skill, and teamwork. Would not a team of experinced (skill) players wreaking havoc by pooling credits and APC rushing (strategy and teamwork) within the first 60 seconds have?
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My thoughts exactly.
If a team can't work together to form a rush so be it. But if a team CAN work together and get their money straight and pull off a rush...they deserve to win.
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donate command [message #109880] |
Tue, 24 August 2004 15:27 |
falcon030
Messages: 16 Registered: April 2004
Karma: 0
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Um, a few things things.
1. I've never seen that happen.
2. People on Renegade are idiots. They do not know teamwork.
and 3. If you're stupid enough to let the Barracks and Weapons Factory die after KNOWING they're coming beforehand...that's just sad. And of course, you should lose.
Plain and simple, teamwork wins the game.
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donate command [message #109889] |
Tue, 24 August 2004 16:28 |
falcon030
Messages: 16 Registered: April 2004
Karma: 0
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Ever heard of remote C4? It would be easy to stop a rush.
Also. It all depends on how much the starting credits are. Be they 0, it would be kinda hard to get 2 apcs full of hotwires. Be they higher say, 200 or 400. It would be even easier to stop the rush.
As I said before, it's all about TEAMWORK. After all Multiplayer is meant to be a TEAM game.
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donate command [message #109905] |
Tue, 24 August 2004 17:17 |
falcon030
Messages: 16 Registered: April 2004
Karma: 0
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Wow...wow...I didn't think you were a dumbass but you proved me wrong.
Honestly, you people whine too much. Something gets thrown into the game that requires new strategy, new tactics, more teamwork, creates more of a CHALLENGE but I guess you can't handle it. And your solution is to bitch and whine about how the gameplay is screwed, pathetic.
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donate command [message #109909] |
Tue, 24 August 2004 17:28 |
msgtpain
Messages: 663 Registered: March 2003 Location: Montana
Karma: 0
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Colonel |
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I disagree, and we're having a lot of fun with it on our server over the last day..
There are so many things that can go wrong, and change the dynamics, that all this does is add a new dimension for people to "wonder" about, and change their play style.
The money box that I pick up at the beginning of the game almost always gives me 200 credits anyway.. I'm almost always in an APC right after the game starts in maps such as City, Hourglass, etc anyway.. any smart person in a game can have an APC rush going in the first 60 seconds because of those alone.
The thing about the donate command is that if you aren't smart with it, you can shoot yourself in the head. If everyone on your team donates to a few people to buy an APC or two, and for some others to get a hotwire; what happens when the other team is expecting it, stops your rush easily, then all have 500 credits while your entire team is broke? You're pretty much screwed.. that's what.
If people are doing your scenario Blazer, then they simply aren't bright enough to be playing anyway.. In the games that I played, right when the game started, I would PM someone like Giz, or Nas and say "GET AN APC", then run !donate right after it to give them the extra 250 they needed.. When they see my PM, then my donate right after it.. they don't have to be a rocket scientist to see what the game plan is.. I grab an engie, jump in the APC, pick up a few more on teh way out, and off we go..
If you have to have a "rush discussion", your rush is already over.. But that's been the way rushes go since the game began.. If you spend 3 minutes trying to convince everyone to stop attacking the harvester and get in your buggy, it ain't going to work..
We'll play this out for a few nights and see what all the comments are, but so far, we've had a great response.. and even Giz.. who totally shot it down above, said "It was fun" in the thread on our forums...
Don't knock it till you try it
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donate command [message #111064] |
Fri, 27 August 2004 14:24 |
Weirdo
Messages: 369 Registered: March 2003
Karma: 0
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Commander |
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After playing some games on the Pits with the donate function, I must say I don't have any problems with it. My only problem is that on maps, like city flying taking out the first harvy has become less usefull, but when you lower the starting cash, I think the first harvester will become more important. Lowering the starting cash would also help against the early apc rush.
Size doesn't matter.
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donate command [message #111745] |
Sun, 29 August 2004 15:10 |
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Scythar
Messages: 580 Registered: February 2003 Location: Finland
Karma: 0
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Colonel |
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Or, as I've posted elsewhere, you could make somekind of taxation mechanism. For example, if you donate 100 credits to someone, he only gets 80% of it and the rest of the cash disappears. This way your team could still benefit from the feature and make, for example, an early rush, but it would cost more for you than the usual way of waiting for everyone to have 800 credits.
There's a hole in the sky through which things can fly.
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