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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
TankBuster
This has probably been suggested before, but I couldn't turn up any results if it has been tried already in the past.

As a marine, I feel that motion tracking is too powerful in its current state. Any last ditch attempt by a coordinated alien team to try to take a marine outpost is thwarted by a quick glimpse at the global map for alien movement. Normal first person combat for the marines has become insanely easy due to the fact that your hud tells you exactly where to shoot.

Plan A

I suggest that we introduce some "motion noise" into the hud and map. This will confuse rines, thus adding another card to the psychological game the marines have going against them. An example of "Motion noise" will come in the form of teammates registering as blips when not in normal sight. Personal investigation or a quick look at the minimap will expose the noise as friendly. Also, map animations will also register in the MT, but as stationary blips. Smart marines will realize that these stationary blips are only RTs and other map apparatus -just doing their thing.

Option 2

If "motion noise" is too hard to code, may I suggest that Motion Tracking be limited to the global map & minimap ONLY (Upper right corner of hud). "I'm picking up a red dot in my minimap, look alive guys!!!" tounge.gif

Option C

Leave it at its current state, but force MT only to be effective in the extended limited range of the observatories. This change of technology will require commanders to place observatories in each of their outposts as to prevent any kind of surprise attack. This new limited range will give back the ability to the aliens to stage a proper ambush in defense of their hive. This will also make the sc chamber a less useless first hive chamber.

Choice 4 submitted by 007Bistromath

Motion tracking can see the whole map, but marines have to be in range of an obs to see any of that information. This way, it retains its offensive strategic capabilities, which I consider rather important, but marines in the field can only use it tactically for defense.

Some might say that this might make cloaking too powerful. Commanders will just have to drop forward obs and scan more frequently for his on-the-move marines.
EEK
Agreed on all accounts. After armor 1, aliens lose their close combat advantage. After motion tracking, they lose their ambush and stealth advantage. This leaves them with nothing but onos and fades, and then people cry that they're overpowered.

Motion Tracking is pointlessly overpowered, it's been terribly implemented, and has absolutely no place being in the game whatsoever. It's the same as giving aliens the ability to see how much ammo, health and what weapon a marine has, and if they're reloading or not. The chief advantage aliens have is their mobility, and motion tracking eliminates it.

It's utter crap.
Renholder
I think that would be true if we didn't have on chamber that utterly negated motion.. Behold! The power of sensory. Sure, people do DMS, but the scenario you described is why sensory first is more powerful then people give it credit for.

I think if people used sensory CHAMBERS more, motion would have less impact on the game.
Demiguise
i also concur, To many times have i played a early stealth game, only to be thrwotted (sp) by MT showing me up. It is overpowered to the stage where nearly everything on the map, including structures is shown up....

One thing i may ask, if it is MOTION tracking, then why does it show up even when you are not moving? i think once you stop moving the MT should wait a bit and then blip off you, allowing you to be more stealthy....
Meto
Mmm you have an intersting point, MT is awfully powerful.

How about the motion shows up as noise does in Splinter Cell 2 : PT. The crosshair is circular with 4 quadrants (divide it up by drawing a cross through it horizontal and vertical) and then the crosshair thickens on the side where there is noise.

Only do the same for motion biggrin.gif

Ballisto
The reason sensories aren't used is that while great for skulks, they castrate every other lifeform.

I think if the chambers are more adaptable (i.e. you can build sensories whenever, a good time would be when mt goes up so you can counter it), then there wouldn't be a problem. I'm hoping that THIS is the Big Unannounced System.
gopher
QUOTE (Demiguise @ May 1 2004, 02:33 PM)
One thing i may ask, if it is MOTION tracking, then why does it show up even when you are not moving? i think once you stop moving the MT should wait a bit and then blip off you, allowing you to be more stealthy....

Uhm, it does just that? At least in my NS version wink.gif
maverick651
If you are moving your mouse, or view, you show up on motion tracking as far as I know. That might be why it seems aliens stop moving, but they still show up.
gopher
QUOTE (maverick651 @ May 1 2004, 03:42 PM)
If you are moving your mouse, or view, you show up on motion tracking as far as I know. That might be why it seems aliens stop moving, but they still show up.

Alright, that could be wink.gif
EEK
If you budge even the slightest inch, it shows up, and furthermore, the circles remain showing up for a good 4 seconds after you're completely stopped.

MT even reveals the location of WEBS for gods sakes.
7Bistromath
MT should be powerful. It's pretty expensive. I do have an idea on how to make it a bit less powerful without killing it, though.

Motion tracking can see the whole map, but marines have to be in range of an obs to see any of that information. This way, it retains its offensive strategic capabilities, which I consider rather important, but marines in the field can only use it tactically for defense.

PS: This would also help the atmosphere when not in marine territory, I think. You go out of range, and all those blips you were looking at just disappear. If you can't hear something coming, all you'd know is your commander telling you that you're going to have company... spookeh.
napi
QUOTE
Motion tracking can see the whole map, but marines have to be in range of an obs to see any of that information. This way, it retains its offensive strategic capabilities, which I consider rather important, but marines in the field can only use it tactically for defense.


I like this idea ... a lot

and the atmospheric side of it is also good - if any thing, perhaps boost the effectiveness of MT when in Ob's range (ie, give estimated life-form size: small/large for skulk-lerk-gorge/fade-onos) and then it all goes quiet when out of obs range...

price of obs would perhaps have to be changed for balance? can't decide if it should be more or less!
Dictator
It'd be nice if MT would be like the ones in aliens vs. predators. I think the sound it makes fit very nicely into ns... kinda scary because you hear the rapid pulsing but you dont know where is. I also like how it can only detect movement in front of you, so it'd encourage marines watching each other's backs. If you've seen aliens the movie you'd know what i'm talking about. (I hear readings in front and behind!....25 metres....5 metres!.....LETS ROCK!)
TankBuster
So here are the new MT behavior options:
1. Same as now, but with motion noise.
2. Limit to the global & minimap only.
3. Limited Range & marines must be near Obs.
4. Full Range, but marines must be near Obs.

Bump this thread to show your support for either of the ideas.
Avs
Price of Obs must be dropped drastically if you want MT to only function within a obs' range. To like...10 bucks or something.
7Bistromath
Did my old post get merged into this thread in preparation for a subforum transplant or something? If not, I am confused as to what's going with this.

Anyway, I still think my idea is pretty sweet. I mostly like MT the way it is, but I can definitely deal with it being less tactically offensive. It's true that this would probably increase obs proliferation a bit, but at any time when that's not a fairly substantial investment in both money and building time, the marines are probably doing well enough that they'll deal the smack-down soon anyway.

Avs: I don't agree that lowering the cost would be a good idea. An obs in the field is more useful than just this motion tracking boost, so allowing (and more importantly, encouraging) the marines to put up a map-wide network as cheap as the turret defense for a single room is too powerful.
KeksImperium
QUOTE (TankBuster @ Sep 14 2004, 08:41 AM)
So here are the new MT behavior options:
1. Same as now, but with motion noise.
2. Limit to the global & minimap only.
3. Limited Range & marines must be near Obs.
4. Full Range, but marines must be near Obs.

Bump this thread to show your support for either of the ideas.

i take nr. 1 smile-fix.gif

the main problem is, as already mentiond, the DMS boredom...
UEACobra
QUOTE (TankBuster @ May 1 2004, 04:10 AM)
Option C

Leave it at its current state, but force MT only to be effective in the extended limited range of the observatories. This change of technology will require commanders to place observatories in each of their outposts as to prevent any kind of surprise attack. This new limited range will give back the ability to the aliens to stage a proper ambush in defense of their hive. This will also make the sc chamber a less useless first hive chamber.

Um, dont observatories already expose moving aliens within a limited range without mt?
Ripur
just a thought for anothre option.
I believe that nanites are ment to eb the cuase for how MT works, os why not make MT eluminate the life forms. Like they are running through a field of Nanites that reacts with thier bacterium. The effect would be real simular to how the Marines in Fibal Fantasy the movie uncloak the Phantoms. Standing still/turning would result in no glow, walking would result in minor glow, running high glow, and flying/leaping/blink you look like a fireball. Cloaking would reduce the effects, but not negate them.

This new system would not have the wall hack aspect (though red blips on mini-maps would be fair) and make combatting aliens easier in cloaked areas. Ambushes would be more avialbe, as you can move into place before the rines round a corner, but you can't just run around attacking them nearly invisble.
Lion_King
OPTION 2!!
It is the BEST atmospheric-wise choice, period!
You see on your radar four blips approaching, in a dark corridor... what do you do? You feel scared, adrenaline pumps in!
The current MT is simply a wallhack, aim at the corner and when blip gets visible, SHOOT... dead skulk...

It would be even better if it was slightly (READ: SLIGHTLY) less accurate, as some degree of WH could still be used, as you'd still have the exact position of the alien just not its height, which is normally groundlevel, or obvious on vents etc.

having it blink slowly (on for a sec, off for 2-3 secs) will also be even more exciting as you might see a blip near you, and when its supposed to come up again it doesnt! the alien stopped moving, and you arent quite sure where!

Remember games are made to be fun... checkers is very balanced but not as much fun as playing half-life for the first time... you need atmosphere and get the player to feel fear, anger, joy etc... while playing
that would hopefully balance it and be the best fun alternative (in my opinion)

anyways, thats my 2 cents
Grunt
I'd like it where walking as an alien, they didn't show up on MT.

Of the options listed, I like two and four. One seems good, but will end up being like the alien's parasite, where you see everything and can't make it out.

Three is a real limit to have to have a lot of OBS that don't cover much and you have to be near anyway.
LittleToe
QUOTE (Renholder @ May 1 2004, 08:07 AM)
I think that would be true if we didn't have on chamber that utterly negated motion.. Behold! The power of sensory. Sure, people do DMS, but the scenario you described is why sensory first is more powerful then people give it credit for.

I think if people used sensory CHAMBERS more, motion would have less impact on the game.

MT/obs is the counter to Cloaking/SC's NOT the other way around. here is why...

each SC cost 10rez and must be placed to form a "net" across the map to negate MT (this means 20+ SC chambers = 200+ rez). in hight traffic areas you will want to put more the one sc down because the marines will be looking to kill them. in the end it is pointless to try sc agains a "good" com. 2 to 3 obs (obs cost 15 rez = 30 to 45 rez) in base bound the hot keys will keep a steady "ping" of scan area and most of your SC will go down. throw in MT (MT cost 35 rez - first upgrade got by many good coms) and cloaking is no longer effective.
you may ask what about focus? armor one and MT can be had right at the start (ip = 20, armory = 10, obs = 15, AL = 25, MT = 35, armor one = 20). while the total cost is 25 more rez than the start rez half of it will be gained just in the time it takes to build all that. anyone stupid (and there will be) will jump the gun and rush in, get killed adding yet another 1-3 rez (25 rez on one rt is not hard to come by).


it is posable to win with sc but every one needs to get to MS at the start of the game 2 people gorge (you must pin in the marnes and defend the gorges at this point) and drop sc just outside MS. do to the slow respawn time of the kharra you will most likely need to camp untill 2nd hive goes up or untill you have 2 to 3 fades (or just one uber fade).

if you can take the base useing sc you most likely could have just rushed from the start and won right off.
7Bistromath
If we take option 2, I think we'll have to change the scale of the minimap. The current scale can be traversed in less than a leap. Doing that with the current scale will not only make MT far less useful, but actually leech away the atmospheric aspect you're choosing it for, because you specifically can't watch the blips like that in such a small area. You die before the realization even sinks in.
Kwil
I prefer the idea in the future versions forum of motion trackers being placable like mines.
Svenpa
I like Choice 4, if 3 then increase obs range. And if aliens are in obs range you see every smooth movement when checking minimap.
Avs
QUOTE (Waechter @ Sep 14 2004, 06:32 AM)
QUOTE (TankBuster @ Sep 14 2004, 08:41 AM)
So here are the new MT behavior options:
1. Same as now, but with motion noise.
2. Limit to the global & minimap only.
3. Limited Range & marines must be near Obs.
4. Full Range, but marines must be near Obs.

Bump this thread to show your support for either of the ideas.

1. Good idea, since it lets aliens walk around (making no noise), so you can still see most alien movement. But at most it will do is tell you there are enemy signitures nearby, instead of directly at this location. The problem is silence can pretty much nullify MT (well it wont be called motion tracking if it only picks up noise), if its "motion noise". Whats worse is "motion noise" no longer counters the sensory cloaking ability. Most skulks will be able to get around cloaked at medium distances to short distances if they use sensory. Thus cloaking will be significantly better as MT wont be able to do anything but tell you a skulk is over there (in a reasonably far area). This is of course once people start using cloaking effectively.

2. The global minimap change wont do much. One guy already mentioned how the minimap doesnt show enough to really tell you if a skulk is nearby. Usually if you can see the enemy on the minimap he is already within shooting distance. Also, all you will be doing is forcing players to flash their map and use it more often. Since the map is as accurate as the HUD MT (in some cases more accurate), you'll pretty much be able to use the map as a alternative way of seeing aliens moving towards your position. So really, this wont affect MT that much.

3. Limited Range, Near Obs only. Obviously this limited range thing has to be further than the normal observetory range. This really puts MT in a defensive position. Yes its normally used for defense, but now you have locked it into places where an obs exist. This mostly makes MT worthless until the team has enough resources to put observetories around locked down areas. Obs are weak enough that if the area isnt defended, they will be destroyed reguardless of turrets or electrification, which really makes you wonder if its worth spending 25 resources to drop a new obs for that area. Plus, MT wont be very effective because most of the time marines wont be moving with areas covered by an observetory. Therefore they wont be able to reap the benefits of MT on the field, only in stationary positions....plus the fact that they dont need MT when defending. Its easy enough to watch a few places with a turret or a phasegate near you. You can usually guess where aliens are coming from, and you can also hear them most of the time (because most alien players arent sneaky). Even reguardless of being sneaky, in a defensive position you have a lot more reaction time vs on the move.

4. Full Range, but must be near obs. This is basically #3, except now you can see everything on the map. This is mostly for the commander's enjoyment. This can only make it crutial for the commander to relay information, as again its too expensive to drop 25 resource observatories in any place except ones that are already locked down. Defensive MT is pretty much useless. So now your forcing the commander to relay the MT information to his troops. This wont happen too much, because one, once a skulk stops moving the MT cant see it, so the commander wont always know where they are. Two, the commander cant keep tabs on multiple marines in different rooms at the same time. This will again put the usefulness of MT in scope, as is it really worth 35 resources to research when it takes 25 to activate it for marines, otherwise taking up commander time to watch for blips for marines, then relay the information, and waypoint the blips for the marines?

5. Placeable static motion trackers. See future ideas.
schkorpio
motion is definatley over powered, it should have a range limit from the marines same as obs i guess and then obs should have a radius too, aleins should only show on the minimap when with in the radius of a marine or an obs.

but i quiet like the either of the 4 ideas and would like to see them tested,


perhaps another options would be to start motion with a beep etc and upgrade it same as armour&guns, once motion is level 3 then it becomes as it is now.
TankBuster
QUOTE (Avs @ Sep 14 2004, 06:01 PM)
1. Good idea, since it lets aliens walk around (making no noise), so you can still see most alien movement. But at most it will do is tell you there are enemy signitures nearby, instead of directly at this location. The problem is silence can pretty much nullify MT (well it wont be called motion tracking if it only picks up noise), if its "motion noise".

Noise = Movement. I use the term 'noise' for other moving objects in the map not being picked up by motion tracking. I'm proposing that Motion Tracking should pick up everything, like the name of the technology suggests.

QUOTE (Avs @ Sep 14 2004, 06:01 PM)
Whats worse is "motion noise" no longer counters the sensory cloaking ability.

No idea what that means, when it acts exactly the same as MT does now.

QUOTE (Avs @ Sep 14 2004, 06:01 PM)
Most skulks will be able to get around cloaked at medium distances to short distances if they use sensory. Thus cloaking will be significantly better as MT wont be able to do anything but tell you a skulk is over there (in a reasonably far area). This is of course once people start using cloaking effectively.

Your logic is still a little fuzzy here, but I think what you're saying is "cloaking will become significantly better" even though Motion Tracking will be acting the EXACT SAME WAY except now highlighting stationary apparatus.

If you CAN distinguish RT locations & marine locations between skulk movement, I don't see how this will make cloaking "significantly better" when MT acts & behaves the same way as it does now.

QUOTE (Avs @ Sep 14 2004, 06:01 PM)
2. The global minimap change wont do much. One guy already mentioned how the minimap doesnt show enough to really tell you if a skulk is nearby. Usually if you can see the enemy on the minimap he is already within shooting distance. Also, all you will be doing is forcing players to flash their map and use it more often. Since the map is as accurate as the HUD MT (in some cases more accurate), you'll pretty much be able to use the map as a alternative way of seeing aliens moving towards your position. So really, this wont affect MT that much.

We're trying to stray from the easy point & shoot circles combat style fighting. Moving the hostiles from the H.U.D to the minimap WILL BE an improvement. If you say the map is as, or even more accurate than the HUD, than good for you! When I play alien, I'll take whatever I can get.

QUOTE (Avs @ Sep 14 2004, 06:01 PM)
3. Limited Range, Near Obs only. Obviously this limited range thing has to be further than the normal observetory range. This really puts MT in a defensive position. Yes its normally used for defense, but now you have locked it into places where an obs exist.

Yes, this will be further than normal obs range. The main advantage of this idea is that it DOES PUT MT into a defensive position.

QUOTE (Avs @ Sep 14 2004, 06:01 PM)
This mostly makes MT worthless until the team has enough resources to put observetories around locked down areas. Obs are weak enough that if the area isnt defended, they will be destroyed reguardless of turrets or electrification, which really makes you wonder if its worth spending 25 resources to drop a new obs for that area.

Commanders will just have to think twice as hard about researching MT for the early game.

QUOTE (Avs @ Sep 14 2004, 06:01 PM)
Plus, MT wont be very effective because most of the time marines wont be moving with areas covered by an observetory. Therefore they wont be able to reap the benefits of MT on the field, only in stationary positions....plus the fact that they dont need MT when defending.

You're missing the point of the thread.

QUOTE (Avs @ Sep 14 2004, 06:01 PM)
Its easy enough to watch a few places with a turret or a phasegate near you. You can usually guess where aliens are coming from, and you can also hear them most of the time (because most alien players arent sneaky). Even reguardless of being sneaky, in a defensive position you have a lot more reaction time vs on the move.

Yes, why should on the move marines have the same reaction time of defending marines? Are you afraid the ambush tactic might make a comeback?

QUOTE (Avs @ Sep 14 2004, 06:01 PM)
4. Full Range, but must be near obs. This is basically #3, except now you can see everything on the map. This is mostly for the commander's enjoyment.

Exactly.

QUOTE (Avs @ Sep 14 2004, 06:01 PM)
This can only make it crutial for the commander to relay information, as again its too expensive to drop 25 resource observatories in any place except ones that are already locked down. Defensive MT is pretty much useless. So now your forcing the commander to relay the MT information to his troops. This wont happen too much, because one, once a skulk stops moving the MT cant see it, so the commander wont always know where they are. Two, the commander cant keep tabs on multiple marines in different rooms at the same time. This will again put the usefulness of MT in scope, as is it really worth 35 resources to research when it takes 25 to activate it for marines, otherwise taking up commander time to watch for blips for marines, then relay the information, and waypoint the blips for the marines?

It's only as useless as the commander makes it out to be.

QUOTE (Avs @ Sep 14 2004, 06:01 PM)
5. Placeable static motion trackers. See future ideas.

Any links?
Avs
Well since "noise" = movement that changes a lot of things doesnt it.
So basically all those replies to #1 of my post are pretty much moot.


Forget "easy circle shooting". As long as you know where the skulk is coming from its easy shooting reguardless. Just because you see a circle stop around the corner doesnt mean the skulk is going to be "right there". Unless of course your fighting poor skulks who are going to die reguardless of which MT situation. If you can be warned ahead of time where a skulk is going to be, thats enough for most people to be ready.

As for your "commanders will have to think twice as hard". Its more like, screw MT. Useless until much later. There is no thinking involved after its proven in game that MT working only around obs just doesnt work out on the field unless in locked down positions where MT isnt required.

Difference between #3 and #4 is just that commanders can see where movement is more clearly than soldiers at all time. The resource use and the efficiency is still too poor to property drop MTs where you'd really need MT. And obviously #4 depends mostly on the commander's ability to give detailed "skulk incoming, upper right side of hive, ceiling" statements...which few actually do considering motion tracking does that now, and commanders rarely point it out. Plus sound also gives away skulks too.

As for looking for motion sensors, use search, somewhere in future ideas. Your ideas for making motiontracking weaker make them too weak to be used.
Flounder
QUOTE (Lion_King @ Sep 14 2004, 12:24 PM)
The current MT is simply a wallhack, aim at the corner and when blip gets visible, SHOOT... dead skulk...

Just wanted to say that I agree that motion tracking is overpowered. I'll leave it up to the devs to determine how exactly they want to deal with it - but please please please nerf it.
Zunni
I've read this thread and I'm not sure what to make of it.. MT is an expensive item, in relation to say getting A1 and dropping 4 SG's. But at times it can be overpowered.. I'll move this because I do think it's a "valid" idea..
illuminex
The current MT lights up the entire map for a marine, giving him an unlimited wallhack. All of the suggested ideas take away from the combat usability of MT, basically where a marine knows if he's about to get attacked or not.

Here's my view on the subject:

-MT is not just an obs thing, but it gives each marine a "mini-MT."
-The mini-MT on the marine has a limited range and is low power. It can only track something that is within 25 meters, and blips every second.
-A skulk making slower movements, such as turning around, walking, etc, is very difficult for the MT to pick up and track. A skulk changing position slowly for his ambush will not be "blipped" by the MT.
-Any object larger than a gorge is easily tracked by the MT, although certain classes, such as the lerk, is difficult to "blip" when walking.

The point of this MT is to enable a marine to increase his chance of survival in combat, but still making him wary of ambushes by smarter aliens. It also limits a marine group from knowing when and where every alien in the area is.
RobB
I'd rather say that MT should be implemented as it is original meant: Just working x meters around Marines, "bliping" each movement (maybe friendly units off screen too, maybe buildings, too - if everything is uncloaked).

and +walk shouldn't place a big "shoot here ---->" circle on you.
raqualevangel
give aliens back full range hive sight and give marines limited range motion tracking.

i dont really care how that is done.
CombatJoe
at least most of us concur that MT is overpowered for its cost.

one of the reasons why MT is a viable first upgrade is it's usefullness, almost any nerf would make rushing it just not a viable strategy...i hate taking away options...
i'm pretty sure you go to hell for that sort of thing!

but again, it IS overpowered:
read the whole thread, tons of ideas, here is what it think would leave enough MT in the game to be worth getting early without being the skulk slayer it is now.

- for the commander, motion tracking works as it does now. depending on the level of interaction between the commander and his marines, this can be extremely beneficial or only slightly so. it rewards good commanders.
- for marines, motion tracking works in a radius around them. "blurring" of motion contacts instead of the neat and precise circle is an excellent idea.
- for marines, being near an observatory gives them the same clear and precise contacts that they see now and with the same range as they have now (the whole map).
- for marines, small contacts like skulks and lerks, which rely on stealth, should not show up unless they move significant distances (1 meter in 2seconds? to be tested). as illuminex put it: a skulk who walks to slightly change his position for an ambush should not show up. a skulk who walks down a hallway SHOULD show up.

one point i want to stress, if walking skulks simply did not show up for individual marines then MT would never be worth getting early.

criticize away
Flounder
QUOTE (Zunni @ Sep 19 2004, 01:32 AM)
I've read this thread and I'm not sure what to make of it.. MT is an expensive item, in relation to say getting A1 and dropping 4 SG's. But at times it can be overpowered.. I'll move this because I do think it's a "valid" idea..

I'm confused.

An armory + obs + mt = 10 + 20 + 35 = 65 res.
An armory + arms + a1 + 4 shotties = 10 + 25 + 20 + 40 = 95 res.

If you're implying that these are comparably powerful upgrades, yet mt is 30 res less, I think that's important to note.
Shazbot
Is it possible to make the MT smooth... like not choppy. Of course this would be a buff to the MT, but you could also nerf it in another way. I just think that it'd be much more asthetically pleasing, and just cooler if it updated more quickly, and if an alien stops, they actually disappear immediatly.
KeksImperium
well at least make motion traking only track moving aliens

you even get spotted by looking around....
Flounder
QUOTE (KeksImperium @ Oct 5 2004, 02:42 AM)
well at least make motion traking only track moving aliens

you even get spotted by looking around....

Agreed.
Axel_Stone
Not only that, showing on the whole minimap? maybe make the minimap show blips when near an obs. (as its probably been stated 20x so far)
Crispy
I vote start a Poll Thread listing the 4 options with a sufficiently detailed description of each one. Then we can readily see what people think. If people have serious problems with a particular proposal they can post their grievances.

And yes I do know that the Devs aren't simply going to choose the one with the most votes, I'm just curious as to the community's opinion on this and it's really hard to remember how many people voted yea/nay when you've trundled through 4 pages.
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