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AVAlive opinions (AvA 5)

Posted: 14 Mar 2016, 12:44
by Brandon_Hex
You don't gotta like the game or plan on playing it to weigh in. Most of you all know how the game mod works so here is the new potential scripted additions going in.

Once it is determined that 8 people or more are playing a game a trigger will activate to do one of two things once one side is down to only 1 unit left while the other team still has 3 or more units left.

Should the last unit standing on the now outnumbered potentially losing team get...
A. level up (this would obviously be a boost in abilities such as better special (an upgrade to whatever the unit types primary special is and cost less mana to use the secondary special)
or
B. an auto cannon helper (it's an automated mini-cannon that rushes in, follows the last unit standing and auto targets the enemy with a rifle attack)
or
C. Don't do any of that crap.

Either way the last unit would get 100% mana boost and instant single shot of full health to revitalizes for a last stand against the odds being against that last player. Unless of course the regular ava/ww2 players are strongly against any augmentation of a last unit standing script addition.

The conflict is that if it then gets down to 1v1 final...
the auto cannon would disappear in that situation if the follower helped is the script addition.
The conflicted is for the level up option.
At this point does the now last unit on the other team also get the 2nd level or does the one who had it simply lose the 2nd level and go back to normal.

If you like the over all idea of the last unit standing boost in general but have an opinion on it would activate only if 10 or more units are on each side and or only if it ends up being 1v4 or 1v5 should the boost then activate, please also weigh in on all aspects of this possible scripting addition.

Re: AVAlive opinions (AvA 5)

Posted: 14 Mar 2016, 12:53
by Brandon_Hex
Stampede games.

So game type is not hugely important but for AvA 5 stampede games, the scripting addition will be that for each unit playing in adaptive games, they will get a follower (stampede unit that player cannot control but follow the soldier unit they control). This unit will move more slowly than it's leader unit and follow (drawn to and towards) it's leader unit so that in order for reaching the flag to be accomplished the leading unit will have to be on the stamp flag for it's follower to hit it's target and disappear giving that players team the +1 for game type goal.

If the leader unit dies and the follower unit is still alive it will then flip to being able to be controlled by that player instead of on auto follow.

Potentially the follower units will not be soldier units. Peasants. POW's. Maybe a gimmick unit that can help fight a little to insure it's own safety if the lead unit is threatened or injured.

Again, weigh in on all the aspects of this script addition to a very rarely played game type in AvA/WW2. Even if it's just, that's stupid and don't do anything special. Just let the players constantly control stamp units like usual.

Re: AVAlive opinions (AvA 5)

Posted: 14 Mar 2016, 13:04
by Brandon_Hex
Fuck that Minotaur!

One odd man out additional game type I was thinking of adding for example to elimination on Fuck that Minotaur setting (legendary) and this would only be for elimination games is that a Minotaur would hit the playing field at some point into game play and randomly rush in and whack soldier units. This would do no damage however it would bounce that unit around the map like a wight/satchel does to a koth ball or a steal the bacon ball. This Minotaur would randomly target all units/players and keep going until the game is then over or possibly the Minotaur is killed off for annoying you too much to let it keep living.

This is a possible additional script added to elim games only. Weigh in... even if it's don't waste your time with this pish posh crap.

Re: AVAlive opinions (AvA 5)

Posted: 14 Mar 2016, 13:58
by par73
i think the boost thing is unneeded and changes balance for no reason.
if 1 v 5 there is a reason the game played out like that, it makes a 1v5 victory that much more impressive.

@Stampede how does this gametype function in ava now?
i'd prefer full user control over the stampede unit rather than having access to it if lead unit dies, imo it should have less line of sight than a soldier as well.
stampede always reminded me of "vip" escort.
seems like you only want to script, but if you have time to remodel a sprite, take the weapon off the soldier character at all angles and color him different for plugin unity (fuck peasant model really, most annoying unit)
Could have more than one stamp target included, could turn a wolf into a scout dog color him a german shepard. somewhat faster than a soldier but half the hp and only one attack : a last ditch bite.

@Minotaur you should just create a new gametype for the plugin, through scripting (or difficulty) create a ratio of minotaurs to players and make them less tank than OP behemoth but they respawn.
otherwise it sounds like the Minotaur destroys the first player it finds solo every time, but it's an interesting addition to the strategy because i imagine some characters could handle Minotaur much better than others.

Re: AVAlive opinions (AvA 5)

Posted: 14 Mar 2016, 14:39
by BIG KROK V8 SS
Yeah I don't think scripting in another unit or something to come in to assist would be desired, especially since you said if it comes back down to 1v1 then its an unfair advantage. You could just do a shot of 100% full health to give it a last fighting chance, or even 100% mana replenishment instantly after each special attack. But even so, would you be doing this in 2v1 situations too? Because what if the remaining 2 are red and/or in close proximity? I think its a neat idea, but maybe only in certain map situations. Maybe like for a big game of S2 or carnage where you have 30+ units of all kinds on each side. But then again what if the last unit is just a cannon?

Re: AVAlive opinions (AvA 5)

Posted: 14 Mar 2016, 21:34
by switch
I'd be careful about this since it could lead to a situation where people will suicide so that the last man gains the "boost" advantages.

Things I'd like to see in AvA5, although I'd also say be careful about this turning in SF2 or something:

1) more maps, goes without saying
2) More S2 meshes, more patrol meshes (NOT adaptive)
3) Reduce all stab rates to the same (Spy and HMG stab too fast)
4) Put hand grenades back on map so units can throw them after firing their "mana" weapon.
5) new unit, "rifle man" carries bolt action rifle, mana attack throws C4 or something (useful against tanks?)
6) slightly nerf tank, maybe make it more susceptible to grenades or something.
7) new unit: "light cannon" fires mortar attack of engineer but at a greater distance. T click fires several mortars in short succession.
8) engineer should explode like flame thrower when low on health (ie, mines cooking off)
9) Only marine should be able to exploit deep water
10) medic should carry standard M1 rifle instead of pistol (or possibly SMG)
11) engineer SMG should fire fewer bullets more accurately (that do more dmg)
12) possible new unit "anti-tank" fires bazooka (faster than Heavy Demolition, does more directional damage pistol backup), maybe can also drop mines?
13) Airborne/parachute soldiers?
14) light machine gun ammo belt pickup like in traditional WW2 titans.
15) suicide soldiers should be able to stab (don't know if they can)
16) Airstrike now does "autocannon" attack at 80% mana and drops a 250 or 500 lb bomb at 100% mana
17) remove marine "stun grenade" launcher attack. have marine throw incendiary grenade instead
18) "General" unit can call in supply airdrops like in Green Berets (with light MG ammo, grenades, medic packs).

Re: AVAlive opinions (AvA 5)

Posted: 15 Mar 2016, 01:49
by BIG KROK V8 SS
I think the stab rates should be the same as well. Only exception should be the medic since it has no other attack really. Or give him a better main attack like switch said.

Re: AVAlive opinions (AvA 5)

Posted: 15 Mar 2016, 14:27
by par73
i think a hmg stab nerf would be appropriate but if i had a say i wouldn't condone one on the spies. medic could merit a buff in light of a hmg nerf.
hmg if anything should have worse stab rate than other characters because they are lugging around the heaviest of equipment.
notice infinite bottles + 4 satchel dwarves do not have a melee feature in the base game creating balance through the rules of the unit.
perhaps rather than nerfing the stab rate of the spy, nerf the damage of the stab (or the health of the spy)
spies are supposed to be stealthy and agile, they have a dinky pistol and a one shot rail gun with a long cooldown, i think it's justified in the nature of the unit to be more effective in close quarters combat. otherwise the unit loses a huge aspect to it's gameplay by sharing a base stab rate.
anyone who plays ava knows if the spy is able to catch you in a CQ melee fight it will have an advantage, it's part of the strategy in the game to keep those units at long range or solo them mid range before they catch you up close.

Re: AVAlive opinions (AvA 5)

Posted: 16 Mar 2016, 00:19
by BIG KROK V8 SS
par73 wrote:i think a hmg stab nerf would be appropriate but if i had a say i wouldn't condone one on the spies. medic could merit a buff in light of a hmg nerf.
hmg if anything should have worse stab rate than other characters because they are lugging around the heaviest of equipment.
notice infinite bottles + 4 satchel dwarves do not have a melee feature in the base game creating balance through the rules of the unit.
perhaps rather than nerfing the stab rate of the spy, nerf the damage of the stab (or the health of the spy)
spies are supposed to be stealthy and agile, they have a dinky pistol and a one shot rail gun with a long cooldown, i think it's justified in the nature of the unit to be more effective in close quarters combat. otherwise the unit loses a huge aspect to it's gameplay by sharing a base stab rate.
anyone who plays ava knows if the spy is able to catch you in a CQ melee fight it will have an advantage, it's part of the strategy in the game to keep those units at long range or solo them mid range before they catch you up close.
If spy and medic attacks stay the same, their stab rates should also. Everything else should be the same.

Re: AVAlive opinions (AvA 5)

Posted: 17 Mar 2016, 02:19
by Lord---Scary Owl
ava sux

Re: AVAlive opinions (AvA 5)

Posted: 17 Mar 2016, 12:02
by BIG KROK V8 SS
Lord---Scary Owl wrote:ava sux
you hate anything you suck at, which is everything.

Re: AVAlive opinions (AvA 5)

Posted: 17 Mar 2016, 15:12
by Brandon_Hex
BIG KROK V8 SS wrote:
Lord---Scary Owl wrote:ava sux
you hate anything you suck at, which is everything.
I always knew he hated life.

Re: AVAlive opinions (AvA 5)

Posted: 17 Mar 2016, 21:29
by Pogue
AVA is great, Hex sucks.

Re: AVAlive opinions (AvA 5)

Posted: 18 Mar 2016, 00:38
by BIG KROK V8 SS
Regardless of what I think Hex is like as a person, I've come to appreciate the people who spend countless hours giving us FREE entertainment and reason to come back and keep playing this game.

Hell even though he's the most raging liberal known to man, even oogabooga I can tolerate because of the good stuff he makes.

Re: AVAlive opinions (AvA 5)

Posted: 18 Mar 2016, 00:57
by Pogue
BIG KROK V8 SS wrote:Regardless of what I think Hex is like as a person, I've come to appreciate the people who spend countless hours giving us FREE entertainment and reason to come back and keep playing this game.

Hell even though he's the most raging liberal known to man, even oogabooga I can tolerate because of the good stuff he makes.
This is true and I totally argue. But, hex is still a fucking cunt. People who say to me that I'm an asshole and Kirk is an asshole, I just say to them that, "you've clearly never met Hex." He's just an asshole on a completely different level.

Re: AVAlive opinions (AvA 5)

Posted: 18 Mar 2016, 11:31
by BIG KROK V8 SS
Pogue wrote:
BIG KROK V8 SS wrote:Regardless of what I think Hex is like as a person, I've come to appreciate the people who spend countless hours giving us FREE entertainment and reason to come back and keep playing this game.

Hell even though he's the most raging liberal known to man, even oogabooga I can tolerate because of the good stuff he makes.
This is true and I totally argue. But, hex is still a fucking cunt. People who say to me that I'm an asshole and Kirk is an asshole, I just say to them that, "you've clearly never met Hex." He's just an asshole on a completely different level.
Nah just myrk LOL

Re: AVAlive opinions (AvA 5)

Posted: 18 Mar 2016, 18:49
by Zak
My least favorite myther lately has been that schizo fuck donnie but he has all my plugins so i guess i gotta let it go like that frozen song

Re: AVAlive opinions (AvA 5)

Posted: 18 Mar 2016, 21:28
by switch
Can we talk about the potential map suite and what the meshes will look like?

There are a number of classic myth maps that I think are great candidates for conversion.

One other thing I'd really like to see is destructible trees- like you have in blue vs grey.

I'd also be interested in seeing Ava ports of other classic ww2 maps such as No Surrender and War is Hell.

Re: AVAlive opinions (AvA 5)

Posted: 19 Mar 2016, 18:35
by Brandon_Hex
Pogue wrote:AVA is great, Hex sucks.
At least when LSO kisses his buddies ass he is 24/7 always kissing their ass. You're as bi-polar as Psalm when it comes to your ass kissing. One day your all over mine. The next you're trying to troll me. Then a day later you're right back to kissing my ass again. Not that ass kissing is good. Just that if yer gonna do it, don't be a bi-polar douche about it.

BTW, this threat isn't for trolling or ass kissing. If you know how to do anything else, I suggest you do that instead.

Re: AVAlive opinions (AvA 5)

Posted: 19 Mar 2016, 18:40
by Brandon_Hex
switch wrote:Can we talk about the potential map suite and what the meshes will look like?

There are a number of classic myth maps that I think are great candidates for conversion.

One other thing I'd really like to see is destructible trees- like you have in blue vs grey.

I'd also be interested in seeing Ava ports of other classic ww2 maps such as No Surrender and War is Hell.
Sorting maps now. Most of the reg stuff used will be from the tournament plug. Looking into ww2 maps as well. The one problem is conflicts and example if it was a mesh that used say recon as the original and then altered but I am using recon as a map already, then the altered version *(excluding autumn and winter recons but something completely altered but having used the recon collection as it's template) will not load if the original recon collection is used (or something like that. haven't quite figure out why a few maps I have wanted to add will not work). From there I can make map extension plugs but I need to learn how to do that. If somebody knows how to make separate unit and map plugs that work together, please let me know.


I have some trees that are destructible.


If you got some maps I should try list 'em :)

Re: AVAlive opinions (AvA 5)

Posted: 19 Mar 2016, 18:47
by Brandon_Hex
Pogue wrote:
BIG KROK V8 SS wrote:Regardless of what I think Hex is like as a person, I've come to appreciate the people who spend countless hours giving us FREE entertainment and reason to come back and keep playing this game.

Hell even though he's the most raging liberal known to man, even oogabooga I can tolerate because of the good stuff he makes.
This is true and I totally argue. But, hex is still a fucking cunt. People who say to me that I'm an asshole and Kirk is an asshole, I just say to them that, "you've clearly never met Hex." He's just an asshole on a completely different level.
I don't think you're an asshole. I think you are an ass kisser and very very confused in that you actually try to be an asshole. For the rest of us, it just comes naturally and that is a quality not a condition like it is with you, Cruniac, Adren and Psalm. In other words, you are a douche and I would much rather be a natural asshole than a natural douche.

Re: AVAlive opinions (AvA 5)

Posted: 19 Mar 2016, 19:37
by Pogue
Jesus titty fucking Christ. Whatever idiot.

Re: AVAlive opinions (AvA 5)

Posted: 19 Mar 2016, 21:37
by Brandon_Hex
Pogue wrote:Jesus titty fucking Christ. Whatever idiot.
Yeah, you're not even creative (lords name in vain, body part and both f words = a-typical troll(s) and all signs of trying way too hard to be an asshole aka DOUCHE) and now I know these truths I kick out about you hert your fewings.

Re: AVAlive opinions (AvA 5)

Posted: 11 Apr 2016, 06:56
by rap
hi ive just recently returned, this version isnt available for download yet is it?

greets raper

Re: AVAlive opinions (AvA 5)

Posted: 17 Apr 2016, 15:14
by Brandon_Hex
I am currently doing the adaptive(and other) scripts for the maps and it's time consuming. Hopefully I can have a beta up before June.
I will then be working on a 2nd plug as this AvA 5 will be a set of two plugs holding 50+ maps. Same thing, work on scripts then upload a beta.
Then after plenty of game play I will finalize the set of two plugs and upload them as one package to TheTain, Udogs and a tinyurl.

Re: AVAlive opinions (AvA 5)

Posted: 18 Apr 2016, 00:00
by switch
Can you disclose any info on the map list? I'd love to make some recommendations if you're accepting them.