🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Thread View: alt.games.descent
4 messages
4 total messages Started by Yuzo Watanabe Tue, 07 Feb 1995 16:51
Re: Descent suggestion
#578
Author: Yuzo Watanabe
Date: Tue, 07 Feb 1995 16:51
32 lines
2436 bytes
Excerpts from netnews.alt.games.descent: 6-Feb-95 Re: Descent suggestion
by Ajaipal Tanwar@dumbo.cc. 
> I thought he meant that the career statistics for the pilot should be 
> saved in the .plr file so you can see how you did in all the deathmatches
> (er...anarchies) you have ever played with that pilot. I don't think a
> password should be necessary tho. I haven't sen a flight sim that
> requires a password to use a pilot.

    Well, while I wouldn't call Netrek a straight pilot game, each
server keeps track of users kills, destruction indexes, etc by password.
 Now, if Descent would somehow become client/server based, a lot of new
possibilities would open up.

    Question to the designers of Descent:

    Are there any plans to incorporate team-work and goals into Descent
or a game based on the same engine?  Team Anarchy sounds fun and all,
but just killing each other lacks the dynamic strategies of achieving
some kind of goal, like say, killing another team's reactor (if there
were two).  
    Example:  I used to play at a laserzone (laser tag type place)
center back home where about 20 people would be separated into two
groups.  Each group 
would have recharge sites, and two "bases" where the other team can
shoot and get 50 points.  Each time the you hit someone on the other
team, you got 15 points, and each time you got hit, you lost 5.  Also,
if you hit your own teammate, you both lost 5.  Now, if you could
incorporate something like this into a descent-type enviroment, all
sorts of different strategies would crop up.  Some can guard the bases,
others go on kill-sprees, etc.  Just a suggestion.  

Yw 
Re: Descent suggestion
#579
Author: SYM... Jim Lowell
Date: Tue, 07 Feb 1995 17:19
32 lines
2016 bytes
In <sjBuIUq00...@andrew.cmu.edu> Yuzo Watanabe 
<yw...@andrew.cmu.edu> writes: 

[.. Bunch of stuff Deleted ..]
>
>    Question to the designers of Descent:
>
>    Are there any plans to incorporate team-work and goals into Descent
>or a game based on the same engine?  Team Anarchy sounds fun and all,
>but just killing each other lacks the dynamic strategies of achieving
>some kind of goal, like say, killing another team's reactor (if there
>were two).  
>    Example:  I used to play at a laserzone (laser tag type place)
>center back home where about 20 people would be separated into two
>groups.  Each group 
>would have recharge sites, and two "bases" where the other team can
>shoot and get 50 points.  Each time the you hit someone on the other
>team, you got 15 points, and each time you got hit, you lost 5.  Also,
>if you hit your own teammate, you both lost 5.  Now, if you could
>incorporate something like this into a descent-type enviroment, all
>sorts of different strategies would crop up.  Some can guard the bases,
>others go on kill-sprees, etc.  Just a suggestion.  
>
>Yw 
>

This has to be the greatest idea I've heard of for Descent. Playing 
teams with two reactors which had to be destroyed would be the ultimate. 
The players at the reactor could lay traps and they would always know 
someone is coming because that's the goal! Definatly do this!!!

- Jim
Re: Descent suggestion
#580
Author: shok... Darren Reid
Date: Wed, 08 Feb 1995 18:20
28 lines
1754 bytes
In article <3h8a26$c...@ixnews1.ix.netcom.com>, SYM...@ix.netcom.com (Jim Lowell) says:
>
>In <sjBuIUq00...@andrew.cmu.edu> Yuzo Watanabe 
><yw...@andrew.cmu.edu> writes: 
>
>[.. Bunch of stuff Deleted ..]
>>
>>    Question to the designers of Descent:
>>
>>    Are there any plans to incorporate team-work and goals into Descent
>>or a game based on the same engine?  Team Anarchy sounds fun and all,
>>but just killing each other lacks the dynamic strategies of achieving
>>some kind of goal, like say, killing another team's reactor (if there
>>were two).  

[more stuff deleted]

>This has to be the greatest idea I've heard of for Descent. Playing 
>teams with two reactors which had to be destroyed would be the ultimate. 
>The players at the reactor could lay traps and they would always know 
>someone is coming because that's the goal! Definatly do this!!!

YES!!! Small-squad combat tactics with spaceships....oooooooooooo!
To die for.....


Darren Reid      Instructor of Electronic Games Design      NBCC Miramichi
            shok...@nbnet.nb.ca       the Shockwave Surfer
Re: Descent suggestion
#581
Author: v119...
Date: Thu, 09 Feb 1995 19:01
42 lines
2989 bytes
In article <3hb20v$v...@darwin.nbnet.nb.ca>, shok...@nbnet.nb.ca (Darren Reid) writes:
>In article <3h8a26$c...@ixnews1.ix.netcom.com>, SYM...@ix.netcom.com (Jim Lowell) says:
>>>    Are there any plans to incorporate team-work and goals into Descent
>>>or a game based on the same engine?  Team Anarchy sounds fun and all,
>>>but just killing each other lacks the dynamic strategies of achieving
>>>some kind of goal, like say, killing another team's reactor (if there
>>>were two).  

>>This has to be the greatest idea I've heard of for Descent. Playing 
>>teams with two reactors which had to be destroyed would be the ultimate. 
>>The players at the reactor could lay traps and they would always know 
>>someone is coming because that's the goal! Definatly do this!!!

THAT would be the best, especially if the IHHD could be modified (or maybe 
rewritten) to allow more than one-on-one combat. 4-on-4 would be nice :-)
If anyone's thinking about this, have robots know what team they are on,
commnication macro's, level editing a MUST.

>YES!!! Small-squad combat tactics with spaceships....oooooooooooo!
>To die for.....

Well, this already exists for Netrek. The graphics are lacking because it's 
a 2-D game, with each team being a color. Lesse...Netrek plug: up to 16 
players in a game, usually 8-on-8, use team tactics to kill enemy players,
bomb armies on enemy planets, beam up armies from your planets and carry
them to enemy planets to take over enemy planets, kill enemy players that
carry armies to really piss them off, and take all opposing planets to WIN!
It's something to have 3 or four ships heading to a planet to take it over,
and have defenders there trying to kill the guy with the armies. ALSO:
phasors, photon torps, plasma weap, shields, cloaking, tractor/pressor,
scouts, destroyers, cruisers, battleships, assault ships, starbases and more.

Now the bad news: modem play sucks, you essentially need a direct ethernet
connection unless you have a 28.8 modem. You need win32s, Win NT or 
xwindows under unix.

Yech, this is too long winded for me, check out rec.games.netrek for more
info.

See my next post about multi-player over the internet.

-Claus Schwinge
Thread Navigation

This is a paginated view of messages in the thread with full content displayed inline.

Messages are displayed in chronological order, with the original post highlighted in green.

Use pagination controls to navigate through all messages in large threads.

Back to All Threads