Author Topic: Trinity and the new Panther  (Read 5889 times)

Offline Lusche

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Re: Trinity and the new Panther
« Reply #45 on: December 14, 2010, 03:31:59 AM »
There were 20k mountains around old TT.

Yup, I miss it.

 :headscratch:

That mountains never went away... they are still there


« Last Edit: December 14, 2010, 05:22:44 AM by Lusche »
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Offline Noir

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Re: Trinity and the new Panther
« Reply #46 on: December 14, 2010, 06:07:47 AM »
I like this thread, everyone is talking about different maps :)
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Offline ozrocker

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Re: Trinity and the new Panther
« Reply #47 on: December 14, 2010, 06:13:19 AM »
I disagree.

Trinity TT had always had those distant triple spawns, and that did not keep anyone away from it.
And when the spawn points on Ndisles (our only surviving TT map after arena split) had been adjusted in the same way (triple spawn, bigger distance to center) it had no big impact. It's been only after the giant maze of hedges was installed, that players were going away from TT.
Agree. We had tt and the town in the middle, no crazy hedges. We did have some nice areas to hide, and many epic fights.                                                                                           We would have, I would say at least 20-30 on each side fighting at any given time.

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Offline Vinkman

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Re: Trinity and the new Panther
« Reply #48 on: December 14, 2010, 08:01:28 AM »
Usche you sent out a 200 about TT last night. Went over right after that. No one there. Perhaps I will try again tonight.
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Offline Lusche

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Re: Trinity and the new Panther
« Reply #49 on: December 14, 2010, 08:42:59 AM »
Usche you sent out a 200 about TT last night. Went over right after that. No one there. Perhaps I will try again tonight.

When I started on 200 (and while I kept doing it), we  were about 10 guys at that time, mostly Bish and Nits, fighting in and around Tank Town itself.


And as Trinity was the TT map, it should not be up again tonight (unless HT has changes that part of the rotation sequence).
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Offline kilroy

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Re: Trinity and the new Panther
« Reply #50 on: December 14, 2010, 09:09:39 AM »
We were there until the town up and left.   :bolt:    I was there as Rook as well as couple other rooks.
I look forward to the Trinity TT again. I enjoyed not being bombed, but you GV experts killed me and killed me and killed me.
I had fun and hope to see more there next time.

 :salute to all.

Offline jollyFE

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Re: Trinity and the new Panther
« Reply #51 on: December 14, 2010, 09:58:27 AM »
tank town in AH I was the best
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Offline TDeacon

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Re: Trinity and the new Panther
« Reply #52 on: December 14, 2010, 10:10:46 AM »
I visited the center TT area on Trinity twice last night, and even drove around for a bit; nobody there.  Evidently, I should have checked back later in the evening. 

Given it's specialized nature, and intermittent availability, I still think TT would benefit from some sort of tweak to encourage use.  For example, if there was something interesting to do there for the first player in, that player might stay longer until someone else joins.  Once you have 2 people fighting, then the momentum would presumably build. 

I hate to say it, but perhaps a capturable vehicle base right in the center?  The first guy in could begin the process of capturing it, and subsequently it could function as a focal point for some of the combat. 

Offline Lusche

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Re: Trinity and the new Panther
« Reply #53 on: December 14, 2010, 10:21:35 AM »


Given it's specialized nature, and intermittent availability, I still think TT would benefit from some sort of tweak to encourage use.  For example, if there was something interesting to do there for the first player in, that player might stay longer until someone else joins.  Once you have 2 people fighting, then the momentum would presumably build. 

We had maybe 10 rolling, but after that it was hard to get anyone else interested. "ALERT A10...ALERT V159!" beats "we are having fun in TT" by a mile. Even more so as the bases in TT are not flashing when the battle is running in the center.

I hate to say it, but perhaps a capturable vehicle base right in the center? 

Hmmm maybe just a flashing symbol on map that simply is showing someone is there? As for now flashing bases will capture all the attention



But I have to admit that I'm rather pessimistic. The tradition had been broken, and maybe the only way to get the action back would be to force people going there, which is a bad idea and will never happen.

Yet, I'm willing to try and help proving my own pessimism wrong. Maybe we should start an informal TTClub...
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Offline Vinkman

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Re: Trinity and the new Panther
« Reply #54 on: December 14, 2010, 11:45:52 AM »

We had maybe 10 rolling, but after that it was hard to get anyone else interested. "ALERT A10...ALERT V159!" beats "we are having fun in TT" by a mile. Even more so as the bases in TT are not flashing when the battle is running in the center.

Hmmm maybe just a flashing symbol on map that simply is showing someone is there? As for now flashing bases will capture all the attention



But I have to admit that I'm rather pessimistic. The tradition had been broken, and maybe the only way to get the action back would be to force people going there, which is a bad idea and will never happen.

Yet, I'm willing to try and help proving my own pessimism wrong. Maybe we should start an informal TTClub...



I was surprised. I thought with the new Panther G release everyone would be giving it a go.  Maybe HiTech could have turned off the Perkies for the first night as an  "introductary special" just to give folks who don't have a lot of vehicle Perks to give it a go. 15 perks probably eliminated a good chunk of the croud. Not the regular GV types, I'm sure they're full up, but not GV-ing population was locked out.
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Offline bj229r

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Re: Trinity and the new Panther
« Reply #55 on: December 14, 2010, 11:57:40 AM »
I used to take the N and drop tanks into tt and loiter, just to kill the bomb tards :neener: might need to do that again :airplane:
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Offline Vinkman

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Re: Trinity and the new Panther
« Reply #56 on: December 14, 2010, 02:15:56 PM »
I used to take the N and drop tanks into tt and loiter, just to kill the bomb tards :neener: might need to do that again :airplane:

I love that idea  ;)
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Offline sky25

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Re: Trinity and the new Panther
« Reply #57 on: December 14, 2010, 02:47:36 PM »
Usche you sent out a 200 about TT last night. Went over right after that. No one there. Perhaps I will try again tonight.

I got caught in a fight with DrBone in TT last night. Just a few guys there. Second time I stopped by it was empty..


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Offline TDeacon

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Re: Trinity and the new Panther
« Reply #58 on: December 14, 2010, 03:06:33 PM »
A couple of ideas have been mentioned in this thread regarding a "catalyst" mechanism, designed to get more than one person at a time into TT, including:

1)  A capturable base in the center.
2)  Blinking TT bases if anyone is present in TT.
3)  Some combination of the above.
4)  A TT "entry point" at the arena start menu.
5)  An informal social coordination mechanism such as a "TT club". 

However, would it be worth HTC's time to do any of these if some maps didn't have a TT equivalent (which I believe is the current situation)?  So the problem has 2 parts:

a)  Obtaining a persistent TT.
b)  Advertising TT's occupancy. 

Any ideas?  If we had a coherent plan and several articulate supporters, we could post a Wishlist proposal. 

Offline TDeacon

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Re: Trinity and the new Panther
« Reply #59 on: December 14, 2010, 03:14:36 PM »
So the first reply to my question is a low-rent proposal, addressing only (b):

Wishlist request to make a base "flash" if a GV (only) is within some configurable distance from it.  For each map with a TT equivalent (for now, only Trinity?), HTC could then set the the response radius for all TT bases on that map, such that any vehicle at any of the TT bases or spawn points would cause the flashing of all TT bases.  This is primarily a geometry-based solution. 

If this works, then we could work on (a) later.