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@Crimson [message #437951] Fri, 15 October 2010 10:35 Go to next message
trooprm02 is currently offline  trooprm02
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Hey, just a debate we had a couple years ago I remembered. Basically, I said Renegade was meant to be played in smaller servers (16-24) and used several gameplay examples to prove my point and you used the fact Westwood's own servers were 40 slots...Well, below is a picture taken from recent (physical) renegade merchandise I bought online and clearly shows 1-16 players Wink



ALSO, taken from the same box, a Renegade PRO TIP from Renegade Legend, halokid aka hardkil:





[Updated on: Fri, 15 October 2010 10:38]

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Re: @Crimson [message #437952 is a reply to message #437951] Fri, 15 October 2010 11:13 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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on the second point, that's actually true in the single player campaign. MCTs can be pistoled pretty quickly.

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Renedrama [ren-i-drah-muh]
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1. the inevitable criticism one receives after doing something awful
Re: @Crimson [message #437953 is a reply to message #437952] Fri, 15 October 2010 11:20 Go to previous messageGo to next message
Starbuzzz
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Spoony's right. Certain wooden barriers can also be pistoled away in the single player missions to get to powerups and health packs. Most enemy vehicles and buildings had somewhat lower hit points in the campaign than what they are in multiplayer so the pistol is quiet powerful.

http://img30.imageshack.us/img30/8746/buzzsigfinal.jpg
Re: @Crimson [message #437955 is a reply to message #437951] Fri, 15 October 2010 11:45 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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Renegade is meant to be played. Period.

The amount of people in a server is not specified at any set amount. You can have games of 2, you can have games of 16, you can have games of 120. It doesn't matter. All of them have their merits.
Re: @Crimson [message #437956 is a reply to message #437955] Fri, 15 October 2010 12:26 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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R315r4z0r wrote on Fri, 15 October 2010 19:45

All [game sizes] have their merits.


End of thread.


Renguard is a wonderful initiative
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Re: @Crimson [message #437957 is a reply to message #437956] Fri, 15 October 2010 13:00 Go to previous messageGo to next message
Herr Surth is currently offline  Herr Surth
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CarrierII wrote on Fri, 15 October 2010 21:26

R315r4z0r wrote on Fri, 15 October 2010 19:45

All [sizes] have their merits.


End of thread.


Heheheheheh PENISJOKE
Re: @Crimson [message #437964 is a reply to message #437951] Fri, 15 October 2010 16:58 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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who is D-PAN DESTROYER
the stats on the box are by him
he must be Westwood Surprised


liquidv2
Re: @Crimson [message #437971 is a reply to message #437951] Fri, 15 October 2010 21:00 Go to previous messageGo to next message
Tunaman
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ljbh if you have never used a pistol to wear down an mct you haven't played renegade

http://img694.imageshack.us/img694/9055/tunamanlmao.png

[Updated on: Fri, 15 October 2010 21:03]

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Re: @Crimson [message #437973 is a reply to message #437951] Fri, 15 October 2010 23:02 Go to previous messageGo to next message
Dover is currently offline  Dover
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trooprm02 wrote on Fri, 15 October 2010 10:35

recent (physical) renegade merchandise



For $49.99? I think not


DarkDemin wrote on Thu, 03 August 2006 19:19

Remember kids the internet is serious business.
Re: @Crimson [message #437998 is a reply to message #437951] Sat, 16 October 2010 08:10 Go to previous messageGo to next message
InternetThug is currently offline  InternetThug
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D-Pad destroyer was one of the writers for GamePro magazine, I got switched over to that magazine when my subscription to Official Dreamcast Magazine ended because Dreamcast went under .. everyone in Gamepro has a funny name lol.
Re: @Crimson [message #437999 is a reply to message #437951] Sat, 16 October 2010 08:19 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Actually the 7 vehicles per team limit does suggest that Westwood aimed at games not having many more than that number of players per side, which would fit in well with 16 player games (8 per side)...

http://steamsignature.com/card/1/76561197975867233.png
Re: @Crimson [message #438000 is a reply to message #437951] Sat, 16 October 2010 08:22 Go to previous messageGo to next message
Crimson is currently offline  Crimson
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Then why were the official Westwood servers set to 40 players? The vehicle limit was more of a technical limitation. If I remember correctly, a vehicle sends 4 times as much data as an infantry unit because it sends data for each wheel to each player. Also, most maps are not designed for much more than 8 vehicles per team where they can fit many more infantry units.

I'm the bawss.
Re: @Crimson [message #438003 is a reply to message #438000] Sat, 16 October 2010 09:29 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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Crimson wrote on Sat, 16 October 2010 10:22

Then why were the official Westwood servers set to 40 players? The vehicle limit was more of a technical limitation. If I remember correctly, a vehicle sends 4 times as much data as an infantry unit because it sends data for each wheel to each player. Also, most maps are not designed for much more than 8 vehicles per team where they can fit many more infantry units.

Pretty much this. I mean, 16 player games and 40 player games are both awesome- but you have to admit, Westwood could hardly push out more than 7 vehicles per team for the technology at the time, so that doesn't really define too much.


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Re: @Crimson [message #438006 is a reply to message #437999] Sat, 16 October 2010 10:26 Go to previous messageGo to next message
trooprm02 is currently offline  trooprm02
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danpaul88 wrote on Sat, 16 October 2010 10:19

Actually the 7 vehicles per team limit does suggest that Westwood aimed at games not having many more than that number of players per side, which would fit in well with 16 player games (8 per side)...


Good point.

@Spoony, I played SP once several years ago so I guess I just forgot. Nonetheless, that sounded really funny in my head.

@Cabal, I never said 40 player servers aren't fun (thats where I got my real start in renegade), but what im saying it by the design of the gameplay mechanics alone (map size, vehicle limits, ingame tactics, etc) its pretty clear MP was optimized for no more than 8 players per team.


Re: @Crimson [message #438007 is a reply to message #437951] Sat, 16 October 2010 11:00 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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No, it's optimized to work under the largest possible amount of players possible in a game.

Otherwise we would be seeing games with 250 players, 30 vehicles on each side, and lag up the wing-wang.
Re: @Crimson [message #438010 is a reply to message #438007] Sat, 16 October 2010 12:53 Go to previous messageGo to next message
trooprm02 is currently offline  trooprm02
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R315r4z0r wrote on Sat, 16 October 2010 13:00

No, it's optimized to work under the largest possible amount of players possible in a game.


That doesn't even make sense Huh The only thing the 40+ camp has going for itself are the servers hosted by Westwood during the beta, so its like 5-1 Listen

Theres a reason we don't see 127 player servers even though their possible, (maybe not now because of the player count, but they never existed) because it would just be pure spam. Meanwhile, if anyone has played a lobby/larger clan war (2v2, 3v3 even but ideally 6v6) they will know exactly what im talking about...


Re: @Crimson [message #438012 is a reply to message #438006] Sat, 16 October 2010 13:01 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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trooprm02 wrote on Sat, 16 October 2010 12:26

@Cabal, I never said 40 player servers aren't fun (thats where I got my real start in renegade), but what im saying it by the design of the gameplay mechanics alone (map size, vehicle limits, ingame tactics, etc) its pretty clear MP was optimized for no more than 8 players per team.

yeah, I know you didn't say they aren't fun, but it's not like it becomes horribly unbalanced or anything.

Honestly, I'd say Renegade is designed for just about ANY amount of players- I don't think there was any specific size of players in mind, so that's why it works fine with say, 4v4, 8v8, 16v16, or even 20v20.

I will admit that the maps are more accommodating to lower player sizes, but if they were any bigger, it'd be really annoying getting around.

And I think the fact that there's only 7 vehicles per teams works pretty well. If they were more vehicles, maps would become too crowded- instead, it's just filled up with more infantry, which are alot smaller than vehicles (and lag less).

TL;DR: It works well for any size matches, and was never intended for any specific size (just a threshold of anything between 4v4 to 20v20). Anything more than 20v20 is going into over the top territory.


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Re: @Crimson [message #438013 is a reply to message #438010] Sat, 16 October 2010 13:09 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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trooprm02 wrote on Sat, 16 October 2010 15:53

R315r4z0r wrote on Sat, 16 October 2010 13:00

No, it's optimized to work under the largest possible amount of players possible in a game.


That doesn't even make sense Huh The only thing the 40+ camp has going for itself are the servers hosted by Westwood during the beta, so its like 5-1 Listen

Theres a reason we don't see 127 player servers even though their possible, (maybe not now because of the player count, but they never existed) because it would just be pure spam. Meanwhile, if anyone has played a lobby/larger clan war (2v2, 3v3 even but ideally 6v6) they will know exactly what im talking about...


It does make sense because the word "optimize" means to adjust something in such a way that it can achieve it's highest level of efficiency.

They wouldn't have made the game do something that it can't handle doing is basically what I'm saying.

[Updated on: Sat, 16 October 2010 13:11]

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Re: @Crimson [message #438018 is a reply to message #437951] Sat, 16 October 2010 14:16 Go to previous messageGo to next message
Crimson is currently offline  Crimson
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They weren't just hosted by Westwood during the beta. They hosted servers for several months, maybe even a year after the release of the game. And all their servers were 40 players. If they didn't think their game was "designed for" 40 players, they would have run smaller servers.

I'm the bawss.
Re: @Crimson [message #438019 is a reply to message #438018] Sat, 16 October 2010 15:07 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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Crimson wrote on Sat, 16 October 2010 16:16

They weren't just hosted by Westwood during the beta. They hosted servers for several months, maybe even a year after the release of the game. And all their servers were 40 players. If they didn't think their game was "designed for" 40 players, they would have run smaller servers.

To be fair, Westwood's uh... management, was rather shitty at that point. They barely knew what was going on in their own game most of the time (Obviously bad bugs like blue hell, pointsbug, etc).

Still, though, yeah, it never had a target size for its games, really.


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Re: @Crimson [message #438020 is a reply to message #437951] Sat, 16 October 2010 15:31 Go to previous messageGo to next message
Crimson is currently offline  Crimson
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That's not really true. They were very much involved in the game and several of the devs and other Westwood staff continued to play after the retail release.

Any company developing games/programs for profit have to selectively fix bugs. Management must evaluate the time to fix the bug versus the financial impact. A 'showstopper bug' like the beacon-and-leave exploit were given the green light to fix because that bug would have killed the game years ago and they would have made a lot less money. I also helped Westwood develop and test a (a band-aid) fix for an exploit that was allowing people to crash servers fairly easily, which would have also been really bad for the longevity of the game. The points bug wasn't discovered by even the players at large until Westwood was already gone. To say management was "shitty" isn't necessarily true... it was more of budget problems than anything. The devs cared about the game and I'd sometimes trade emails with a couple of them late at night. (I'm in the same time zone as Las Vegas, at least half of the year)


I'm the bawss.
Re: @Crimson [message #438062 is a reply to message #437951] Sun, 17 October 2010 19:39 Go to previous messageGo to next message
[NE]Fobby[GEN]
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I'm pretty confident Renegade was designed both for large and small games. If it were exclusively for bigger servers, we'd probably have some larger maps as well. Battlefield games, for example, have gigantic maps, and are also designed for larger servers.

Renegade maps on the other hand still take small games into account, as it does not take more than two minutes to get across the field on any map. But whether it's 20v20 or simply 2v2, you don't need more than a couple chokepoints on the map, or a giant or tiny map. That's an element the stock maps perfected that I think some of the custom maps on W3D haven't gotten down perfectly, with some exceptions.

But Crimson is right, I do remember the official Westwood servers back in the demo days, and the playercounts were easily 20-40 throughout the whole day. I personally like more medium-sized games (14-24 players) but that's just a preference.


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Re: @Crimson [message #438063 is a reply to message #437951] Sun, 17 October 2010 21:39 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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Exactly. But there are a few points one could make to relate the reasons way maps are laid out the way they are.


Hardware limitations meant they had to limit the size of maps and what they put on them. Additionally, this also includes what could be put on them which would answer the question of why there are vehicle limits.

Now, because there are vehicle limits, only 7 people per side could own a vehicle by default. That left everyone else in the server to infantry classes and thus were forced to walk. That would explain why the maps are small - because the majority of people playing had to walk.

Looking at it that way, and including the fact that Westwood servers were for 40 players (20 per team which is well above the vehicle limits), it's fair to conclude that the maps were balanced for vehicle combat but were sized for infantry travel.


Meaning, 40 players is a nice middle ground for a Renegade match.
Less people in a server (12-16 players) result in heavy vehicle combat and slower battle pace (no immediate threats to your team).
More people (60-127 players) result in heavy infantry combat with an intense battle pace (every structure needs at least 1 or 2 people repairing at all times).
40 players would result in intense vehicle combat, chaotic infantry skirmishes, and a steady battle pace where there is always action happening around you.

So, while Renegade can be played at any player level, I believe that a 20vs20 is pretty much the core Renegade experience.
Re: @Crimson [message #438069 is a reply to message #437951] Sun, 17 October 2010 23:18 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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Quote:

Less people in a server (12-16 players) result in heavy vehicle combat and slower battle pace (no immediate threats to your team).

I don't think you ever played small Renegade games? :-S The less players, the more threat to your base because the harder it gets to keep all entrances cleared.


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Re: @Crimson [message #438077 is a reply to message #437951] Mon, 18 October 2010 06:34 Go to previous messageGo to previous message
R315r4z0r is currently offline  R315r4z0r
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What I mean is that if there are less people, but still more than 7, all the game's focus (or at least 80% of it) is devoted to vehicle combat.

If there is too many infantry units on your team, then the enemy will overrun you with their vehicles and vis versa.

There is usually, in these games large amounts of idle playing field behind the action that is currently taking place on the map.

Basically, 12-16 players is a much more laid back environment as opposed to there being 60 players or more.

What I mean by "no immenent threat" is that there is usually a lul period in which your base is not under attack. Sure there are the chance of small infantry rushes, but that's not a constant problem. On a 120 player server, the action is so tight, that you can't affort to leave your base unattended for even a moment because there is always something that needs your attention.


And also, I'm going to disagree with your statement. It is not hard to defend your base with less people. Especially if the teams are even. I used to play on a server that played 4 vs all (usually 16) and the 4 won the vast majority of the time. It wasn't about communication, because a number of times I played on the 4 and there was no teamspeak or anything. It's about knowing your team, how they play, and knowing your own strengths. If you know that, it's easy to merge tactics with your teammates, defend and win, even with the odds stacked 3:1 against you.

[Updated on: Mon, 18 October 2010 06:38]

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