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 Teleporting Hovels

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Add teleporting hovels
Yes, try it!
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No, I am not open to change
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PostSubject: Teleporting Hovels   Sun Oct 10, 2010 3:28 pm

Hello everyone,

Over the past few weeks, the idea of a hovel being used as a teleporter to teleport to another hovel has grown on me. I would like to add this mod to the unlimited server. With the luci able to curve, teleporting hovels would help to even the playing field. I have been taking many surveys on the server and everyone likes the idea. This would spice up life on the unlimited server making it much more active. If for what ever reason people are unhappy about this new mod we can remove it or put it on a toggle so people can call votes to turn it on. If you don't want it to be permanent then could we just try it for a week?  

What do you think of this idea?


Example: In a.t.c.s there is a hovel on top of bunker, in aliens defult, and in mid halls. You are a rant on top of bunker and you want to get to halls. You press q to enter hovel and it takes you to alien defult, you then reenter the hovel by using q and then you pop out in halls.

I am not shure is this is clear but ANY alien class can use hovels
Hovel Hovel Hovel Hovel Hovel Hovel Hovel Hovel Hovel Hovel Hovel Hovel

Hovels details

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 3:42 pm

Great Idea F1!

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 3:46 pm

if it can be done, i will be more happy to f1

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 3:59 pm

The aliens will finally have an edge on the curving luci, but would you teleport to any random hovel, or would there be specific hovels that will be the receivers?

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 4:04 pm

any hovel that is up you will beable to teleport to so like if 5 hovels are up you can teleport to all of them

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 4:22 pm

This is interesting. You have to think about the visuals as well, FF. what will the player see upon activating a hovel? how will they choose which hovel? how will they know that they are choosing a specific hovel? How can this possibly be abused? In my opinion, a simple 2-way hovel system should be made, because this eliminates many flaws. oh and this can be a counter to glitching on tremor, or any map involving the hovel.
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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 4:24 pm

you woulden't choose which one you go to you would enter and exit hovels untill you get to the right one

Example: In a.t.c.s there is a hovel on top of bunker, in aliens def, and in mid halls. You are a rant and you are on top of bunker and you want to get to halls. You press q to enter hovel and it takes you to alien def, you then reenter the hovel by using q and then you pop out in halls.

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 4:29 pm

See, thats extremely impractical and i definitely would not want such a low-quality mod on the server. the reason most mods are a hit is because they are well-made and dont require you to go out of your way to make them work right, such as constantly teleporting till you hit the right one.
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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 4:31 pm

Humans teleport through DC's!

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 4:32 pm

Well we can talk about moding it and what is possible. All I know is what I am saying works and why mess with something that all ready works?

Lol roob, vyrus said humans should tele through nodes. <-- but that comes later geek

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 4:38 pm

I know how i would do it but it wouldnt be practical enough for the server. the best i can think of is having linked 2-way hovels, not that multi-path network you mentioned. also, i think telenodes are one-way, as the humans are teleported from the main ship to the base.
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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 4:40 pm

seb, mods are mods caus they're small additions, now if you want to talk UPGRADES
then go to korx or trem1.2 tongue

and yes, if you have not seen this mod before, the complete version has humans teleporting
through telenodes

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 4:41 pm

OK, we need to get people that can mod things like this envloved so we can figure out what is possible. i.e. doubblehex, linux, roob. ect

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 4:59 pm

I had a thought actually, I think only roob or linux or doub would b able to figure it out though:

you know the menus that the game uses?
we could try setting up a minimap on those and label the hovels for each team
that might b too hard though and u just make it so each hovel gets a personal
label when its made idk, a thought

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 5:05 pm

Or have a HUD with a hovel mini mal on it and the different hovels will have different colors

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 5:47 pm

I remember double had some problems with this about a year and a half ago.

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 6:04 pm

yea,

@fire, not hud, caus then EVERYONE would have to install a new client or something
as it is im not sure if u can do it without a clientside mod

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 6:43 pm

good point

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 7:29 pm

Umm how about.... You make a hovel (A), and then you make another one some else (B). So then A can only go to B, and B can only go to A. Then C goes to D, E to F, etc... as for remembering where they go, well... You just have to remember. It kinda simplifies everything.

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 7:44 pm


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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 8:30 pm

why would any team need a teleport? especially in atcs? everyone always complains about how atcs is too small, so what would be the reason to move around so quickly? aliens imo are quite fast enough to get around. They don't need the hovel because most aliens are never in their base so therefore don't need help in base structures. Humans do more camping and relying on their base as a defensive system than any teleporting and advancing. I just don't think it is necessary.

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 8:38 pm

It may not be needed but it would still be fun to try it or just to spice things up. Its fun to try new things!

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 8:53 pm

... i've never heard anyone complain about atcs' size.
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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 9:22 pm

This tele hovel mod is used on Amsterdam Unlim. (a server I used to frequent)
They use a 2 hovel both ways system. There are no visuals, just pop out on the other side instantaneously.
There is no known way to abuse EXEPT 1 where the hovel is glitch-built allowing the player to teleport to, say, under the stairs in ATCS. But that is covered under our NO GLITCH BUILDING rule so... ya
Its very usefull to get tyrants to high places/small places but its a bit less usefull here with the crawling rant. But still very usefull for quick retreats/attacks.

That is all unless you have questions for me about how it works in Amsterdam.

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 9:47 pm

Yea blade on uBP server the same rules apply but you can have more than two hovels witch gives you more possibilities.

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