Hey Folks! So as part of early testing for a wargames faction/event idea, I'm going to be doing some OOC number crunching and PvP fights over the weekend. I'll need volunteers, so, if you're looking for a break from your standard RP or just wanna try something new, drop me a line (or post below). I'll be supplying equipment if you don't have what you need. The logistics: Format: 1v1 to 3v3 PvP (group size permitting) Location: TBA Armor: Full rubidium (early testing seems to suggest this will work best with random guns) Weapons: Various melee, single-shot damage < 1100 Guns: Various guns, single shot damage < 750, max DPS undecided Other: Shields, Various tech, food items.
Results Notes Preliminary test on LM Melee seems to do well in enclosed spaces with looping paths (e,g the LM bar). Melee is almost useless in open-air fights. Numbers vs Rubidium gamemode tests on TF Free-for-all: Fast paced; players favorably compared it to doom. 3v3, closed space 3v3, open space 3v3 w/ one respawn each Estimated regression model (inaccurate for higher values) true damage = 3.441965*1.003166^(base damage) Rubidium HP: 430 Estimated base damage to one shot: 1500 Spoiler: Raw Data afterburn 3/6 62->0 167->4 222->6 261->10 455->21 560->25 640->28 710 -> 32 857->44 936->51 1000->70 1067->106 1157->156
"So as part of a potential new faction/server mechanic plan" We (At least I) Like things as they are. Current server is (nearly) perfect, don't change it. (( Specially if it's going to involve actual PvP fights. Deej. It's probably some kind of stats testing anyways. God, now I'm curious. ))
Just to be clear, I'm not planning on phasing out RP or dice fights for PvP. Lord knows, with the caveats I have after just one day of testing, it'd be a nightmare to implement and enforce. This is mostly viability testing, and if it goes through, would probably be restricted to a side project I'm working on. A bit of background: I've been bouncing around the idea for a wargames (sub)faction, which would function as as a dedicated PvP arm of a larger organization. It occurred to me that, for this specific type of faction, mechanical PvP might be interesting; of course, with current game balance, you'd have to tune it a fair bit to figure what does and doesn't fly. Ergo, this weekend's testing.
After having gone through some of the tests, I feel very comfortable with this new system. I daresay it plays like Doom 3 in terms of balance and fast-paced combat. 10/10 would use.
Wrapping up the testing for the night; for anyone who missed it, I'll try to advertize the next round! Everyone involved had fun. Game modes we tried were: free-for-all 2v2, single life 3v3, single life, 3v3, single respawn All players were using rubidium armor and a provided set of identical weapons. Fights were done in various environments on the "classic" tetanus fields environment, to see how open and closed spaces affected combat. Things we noticed: -Rounds generally lasted 2-5 minutes. -Pistol + shield or melee + shield was the most popular combo by far. -In teamfights, we also tended to have one or two plays staying back and spraying machine gun fire. -Melee has horrible hit detection. -Techs weren't really a problem, although we occasionally would have the sole-survivor on a losing team running away while boosting. I imagine this could possibly work out as a retreat/forfeit mechanic. Things we're considering going forward: -Stock weapon sets that we dupe and hand out to combatants. -allowing/disallowing food and tech -Dedicated arenas? -Larger teams
Having been part of testing for this section. I will say. I enjoyed this over dice rolling PvP though admittedly enough I don't like rolling dice for PvP. But I had fun with it despite its current problems. Shields were almost required for PvP during that bit of testing, 1 person held a shield, the other two fired. But when we get larger variation in weaponry and players figuring out tactics I feel it may balance out a bit better. I still feel automatic weapons a little lack luster, but that is not much of a problem imo. So far I've enjoyed myself! I would like to actually see some testing like what we just did? But with Violium or Cerelium armor. (I still enjoy pre-destined, completely RP'd out combat scenes better but this is feeling more natural than dice fights for me.)
This system seems like it would work well for Hawke's wargames faction thing. Could also do a VR thing or gladiator matches with it. I'm excited to see what kind of applications you guys find for it!
That was a HOOT! Hope this helps the server! im so sorry stanza XD Edit by moderator: Stanza hates you.
Planning on running another test today, starting maybe around 6:30-7PM PST (roughly an hour to hour and a half from now). Location TBA. AS usual, rubidium armor. I'll be providing gear as need.
I'd like to see some testing with throwables, like gas/electro grenades or molotovs, to see how they might breakup people clustering behind a shield. I had a lot of fun, I'd still rather RP combat most of the time, I don't think that the reaction time/connection speed of the player should influence the skill of the character but this is a fun change for an occasional wargame alt. Overall 10/10 Would spray covering fire blindly again
Results from round 2 of Tetanus Testing! First off a big thanks to everyone that came out, and sorry about the latency. Special thanks to the RA, for sending a faction contingent! Hopefully the next time we do this, I'll have some stricter organization in place. Shields -With shields in play, guns are borderline useless. -Without shields in play, guns are very powerful. -Restricting the number of shields had mixed results. Team Size -3v3 seems to be a good team size -5v5 seemed to run into lag issues, although that may have just been normal server load. -Large free for all is very chaotic Weapons -As stated, guns and shields don't really mix. -Automatics are kinda weak -Hit detection on melee is very wonky Tech -Tech tends to eat up the energy pool pretty quickly. -Boosts seemed to be more or less fine. -Blink is very fun, but also very powerful. Arena -Consider dedicated arena areas -Straight corridors heavily favor spam and shield use -Mazes (like Tet slums) seem to be the best arena type -Interest in testing Skyrails Future considerations -Build up specific PvP weapons (Starcheat pros, contact me) -Test the use of healing items -Find a side server to run dedicated PvP?
Just a quick question could you give an update of what's happening with PvP have you abandoned the idea or are you still working on it.
There were some brief discussions a while back of giving the system an IC test run, unfortunately the events that would have lead to it kinda didn't happen and, well, long story short it kinda stagnated. >,> So! Still in the works, but also kinda on hiatus. If anyone has ideas for giving this a test drive (arena tourney, wargames, actual war, etc) send me a line and we can flesh out details, yeah?