<?xml version="1.0"?><!-- generator="bbPress" -->

<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
>

<channel>
<title>Ace of Spades Game Forums &#187; Forum: Suggestions - Recent Topics</title>
<link>http://forumarchive.spadille.net/</link>
<description>Ace of Spades Game Forums &#187; Forum: Suggestions - Recent Topics</description>
<language>en</language>
<pubDate>Thu, 18 Jun 2026 08:53:52 +0000</pubDate>

<item>
<title>ReubenMcHawk on "Rid the game of hacking! (Proof of concept)"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7436#post-124328</link>
<pubDate>Mon, 03 Oct 2011 18:31:13 +0000</pubDate>
<dc:creator>ReubenMcHawk</dc:creator>
<guid isPermaLink="false">124328@http://forumarchive.spadille.net/</guid>
<description><p>Okay, so I know that everyone knows about hackers in Ace of Spades, and how they are purely sinful game-ruining beasts, with their backwards legs. But I think I finally have a way to get rid of them.</p>
<p>See, the hackers only change the game because they want to access the features they want in it. So why not just implement the features into the game itself? Change up the config file a bit, and we have this:</p>
<p><a href="http://gyazo.com/d829e6585f0778dbeeaeca58e801dd88.png" rel="nofollow">http://gyazo.com/d829e6585f0778dbeeaeca58e801dd88.png</a></p>
<p>Questions? Ideas? Thoughts? Comments about how I'm an idiot? Ask away.
</p></description>
</item>
<item>
<title>username2 on "Votekicking only on teamkilled"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7461#post-124765</link>
<pubDate>Tue, 04 Oct 2011 08:54:57 +0000</pubDate>
<dc:creator>username2</dc:creator>
<guid isPermaLink="false">124765@http://forumarchive.spadille.net/</guid>
<description><p>To prevent the fucking griefes to use votekicking system to ban good players, i present you my new supermegacreative idea which already announced in the title and which nobody cares BECAUSE WE WANT PUPPIES ADDED IN GAME.<br />
STEP 1:<br />
Remove teamkilling option from server config to prevent assholes to disable teamkilling of assholes who destroying base blocks.<br />
STEP 2:<br />
Remove ability to vote on peoples who wasn't busted (teamkilled while removing fucking blocks on the base)<br />
STEP 3:<br />
Enjoy fair votekicking system which nobody needs because everybody likes griefers and just want to be fucked in the arse at least 3 times/every day.
</p></description>
</item>
<item>
<title>Wolven on "Keep us updated on what devs are doing."</title>
<link>http://forumarchive.spadille.net/topic.php?id=7456#post-124711</link>
<pubDate>Tue, 04 Oct 2011 04:23:20 +0000</pubDate>
<dc:creator>Wolven</dc:creator>
<guid isPermaLink="false">124711@http://forumarchive.spadille.net/</guid>
<description><p>I want to know what you're planning for a new update and when we may expect it to be out.<br />
Share with the community devs!!
</p></description>
</item>
<item>
<title>GreenDeuce on "Creating, weapons and antigriefing"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7459#post-124720</link>
<pubDate>Tue, 04 Oct 2011 05:18:49 +0000</pubDate>
<dc:creator>GreenDeuce</dc:creator>
<guid isPermaLink="false">124720@http://forumarchive.spadille.net/</guid>
<description><p>Creating<br />
With wireframe its now possible to create objects with predetermined form.<br />
For example, to create a vehicle, plane, or artillery, if they ever appear, you first place their empty wireframe where you need it. Then you fill it with blocks and the object activates and replaces the blocks. Same concept will work for 'reinforced walls' or whatever else ideas.</p>
<p>Weapons<br />
Now that SMG is good as a weapon, I think it needs to do reduced damage to blocks.</p>
<p>Antigriefing<br />
Maybe its hard for the server, but admin should have options for:<br />
Blocks placed by allies can't be damaged by x weapon<br />
Blocks placed by you can't be damaged by x weapon or other players<br />
Vote for X player not being able place blocks
</p></description>
</item>
<item>
<title>Puuyaa on "A1,B4,E3 etc. in mini map"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7453#post-124677</link>
<pubDate>Tue, 04 Oct 2011 00:57:02 +0000</pubDate>
<dc:creator>Puuyaa</dc:creator>
<guid isPermaLink="false">124677@http://forumarchive.spadille.net/</guid>
<description><p>Hello<br />
I have a suggestion which is that the numbers and letters off the map even in the small map are displayed.</p>
<p>If I die as in B5 I can warn my team that's in front of someone from the opposing team B5.<br />
And if I want to launch airstrikes in my neighborhood I know the faster the positions.</p>
<p>PS: My English is bad and I had to translate the whole with the Google translator.<br />
If he has translated wrong and you have not understood me I made a picture.<br />
here: <a href="http://i56.tinypic.com/aemzjk.jpg" rel="nofollow">http://i56.tinypic.com/aemzjk.jpg</a>
</p></description>
</item>
<item>
<title>[EX][POOF] Gone on "New Sniper Rifle Idea"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7431#post-124213</link>
<pubDate>Mon, 03 Oct 2011 15:25:40 +0000</pubDate>
<dc:creator>[EX][POOF] Gone</dc:creator>
<guid isPermaLink="false">124213@http://forumarchive.spadille.net/</guid>
<description><p>I have thought of a fairly simple buff to give to the rifle to make it more balanced with the new buffed smg.</p>
<p>We give it a stronger penetration. So you can shoot through people thus killing them and killing/injuring others behind them. This would give the sniper rifle more killing power with the ability to kill several people with 1 bullet. </p>
<p>Just an idea, put support/counter arguments below
</p></description>
</item>
<item>
<title>mrt8062 on "i little glitch i found the other day"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7438#post-124400</link>
<pubDate>Mon, 03 Oct 2011 19:41:36 +0000</pubDate>
<dc:creator>mrt8062</dc:creator>
<guid isPermaLink="false">124400@http://forumarchive.spadille.net/</guid>
<description><p>okay so i was playing game just gonna say a map (cause i don't know the name) i was using the smg went on a good kill streak i only had 18 bullets and 14 remaining i hit r key and it just didn't work at all and i got the reload thing i scrolled through and everything it wouldn't reload
</p></description>
</item>
<item>
<title>POMF Technological Solutions™ on "Who runs the Aloha Zombies server?"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7437#post-124399</link>
<pubDate>Mon, 03 Oct 2011 19:41:09 +0000</pubDate>
<dc:creator>POMF Technological Solutions™</dc:creator>
<guid isPermaLink="false">124399@http://forumarchive.spadille.net/</guid>
<description><p>Alright, there are a few of us who think that the zombies are overpowered (myself included). I have a simple suggestion; add <strong>flat</strong> maps. I can handle the zombies being overpowered if the levels themselves weren't also built in the zombie's favor. As it stands, the humans don't stand a chance unless they vastly outnumber the zombies (which when you think about it, should be the other way around; zombies outnumbering humans).</p>
<p>Add a few maps that are flat, or maps that have very little variation in elevation. Zombies are <em>much</em> easier to kill when they are on flat ground.
</p></description>
</item>
<item>
<title>DeathEnhanced on "Update 0.62 The Sidearm - Proof of concept"</title>
<link>http://forumarchive.spadille.net/topic.php?id=5012#post-74501</link>
<pubDate>Fri, 12 Aug 2011 16:46:02 +0000</pubDate>
<dc:creator>DeathEnhanced</dc:creator>
<guid isPermaLink="false">74501@http://forumarchive.spadille.net/</guid>
<description><p>Hey guys,</p>
<p>Iv been thinking alot about the often mentioned idea of adding a side-arm to the game, now Ben has somewhere mentioned he MAY add this in future, i couldn't find the direct quote for you.</p>
<p>So Im going to throw out  a few ideas as to how it could work, and id love for you guys to give me some feedback or add your own ideas.</p>
<p>P.S: Side-arm is a slang term for a handgun/pistol<br />
-------------------------------------------------------------------------<br />
Basic dynamics - pistol or nades/ pistol and nades<br />
-------------------------------------------------------------------------</p>
<p>My initial idea with the side-arm goes one of two ways,</p>
<p>1) after choosing 1,2,3 for your main weapon you get a choice of either 2 grenades or a low power sidearm. This option makes you think more tactility about the game. </p>
<p>2) You have grenades as normal and change to the sidearm by pressing a different key, but this takes away the whole tactics idea by making everyone totally versatile which makes gameplay a lil bit more basic, and less risky.</p>
<p>------------------------------------------------------------------------<br />
Basic dynamics - The pistol mechanics<br />
------------------------------------------------------------------------</p>
<p>Rounds in magazine: 9-15 (because thats an average amount for a low power sidearm)</p>
<p>Total rounds: 30-40</p>
<p>Accuracy: medium range</p>
<p>Fast: faster then semi</p>
<p>Damage to head: 50</p>
<p>Damage to body: 25</p>
<p>Damage to limbs: 20</p>
<p>It is a last resort, quick draw weapon, for those "OSHIT" moments, or when you run out of ammo.</p>
<p>Also it could mildly help the shotgun users who suddenly find themselves in a wide open area, or the enemy to far away to effectively injure with the shotty.</p>
<p>-----------------------------------------------------------------------<br />
The Ironsights<br />
-----------------------------------------------------------------------</p>
<p>Typical handgun ironsights, vaugly similar to the semi, but the edge parts at either side are closer together, making it more narrow, as a handgun is narrower then a rifle.</p>
<p>Some pics to show what I mean,</p>
<p>PIC1: <a href="http://tinyurl.com/3hsjbla" rel="nofollow">http://tinyurl.com/3hsjbla</a></p>
<p>PIC2: <a href="http://tinyurl.com/3qyvv89" rel="nofollow">http://tinyurl.com/3qyvv89</a></p>
<p>PIC3: <a href="http://tinyurl.com/3b87ng9" rel="nofollow">http://tinyurl.com/3b87ng9</a></p>
<p>-----------------------------------------------------------------------------</p>
<p>As said before, this is just a few ideas on the weapon mechanics etc, so please post below with constrictive critisims or other ideas etc.</p>
<p>Thanks for reading,</p>
<p> - D.E
</p></description>
</item>
<item>
<title>Mother! on "The Mighty Jeep."</title>
<link>http://forumarchive.spadille.net/topic.php?id=6362#post-104744</link>
<pubDate>Tue, 06 Sep 2011 17:31:37 +0000</pubDate>
<dc:creator>Mother!</dc:creator>
<guid isPermaLink="false">104744@http://forumarchive.spadille.net/</guid>
<description><p>Whenever Ben does get around to developing vehicles, as he mentioned he might, I hope that he starts simple. With a Jeep.</p>
<p>Simple blocky shape. Wheels that don't even need to animate (maybe only the front ones that turn left and right). Can carry some amount of soldiers, perhaps between 3 and 6. Press E to enter, press the F1-6 keys to switch positions, press E to exit. Decently fast, but nothing ridiculous. Perhaps a mounted weapon of some sort, but that can come later once the driving mechanics are nailed.</p>
<p>Can travel up only one block difference (or more, will have to be tweaked, but at least be able to escape the water). This will create a strategic situation, where if a team wants to utilize their jeep fully on a hilly or uneven terrain map, they will have to build infrastructure to support it (Bridges, wide tunnels, carving out hillsides into flat sections, etc). It all ties in to the theme of construction that is so unique to this game.</p>
<p>Spawn is simple. In the same way the intel and tent spawn, a small permanent pad will appear that the jeep spawns on whenever destroyed. </p>
<p>Infantry ability to counter it should be simple at first. A certain number of shots to any part of the vehicle will cause it to slow. More shots will disable it (cause it to stop). And even more shots will cause it to explode. This feature would give players a fighting chance against the jeep, and not allow it to dominate gameplay. Also, it will give players another reason to use the SMG, as how the weapons are currently set up in AOS, it would be the most effective for countering the jeep.</p>
<p>I am totally for eventually adding in more vehicles (tanks, boats, helicopters, planes, hot air ballons, etc) and some sort of rocket weapon to counter them all.</p>
<p>But for the first vehicles, simple is best.</p>
<p>Simplicity is one of the most beautiful aspects of this game and one that makes it so much fun to play. Give players simple mechanics that work well, and they will figure out how best to use them.</p>
<p>I hope Ben reads this post and takes these ideas into consideration. We love this game, and love watching it grow. Thanks!
</p></description>
</item>
<item>
<title>al5xander on "compitable with older systems"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7433#post-124276</link>
<pubDate>Mon, 03 Oct 2011 16:41:29 +0000</pubDate>
<dc:creator>al5xander</dc:creator>
<guid isPermaLink="false">124276@http://forumarchive.spadille.net/</guid>
<description><p>could you please make this compitable with windows 2000 pro because i just got my dad's old working machine and i would be really pleased to be able to play this with my friends as often as i can instead of going on the family computer all the time </p>
<p>P.S: if i spelled wrong so sorry and i did not go trough any other post's to see if this has been mentioned before
</p></description>
</item>
<item>
<title>furii on "Weapon animation"</title>
<link>http://forumarchive.spadille.net/topic.php?id=5501#post-83889</link>
<pubDate>Sat, 20 Aug 2011 19:28:29 +0000</pubDate>
<dc:creator>furii</dc:creator>
<guid isPermaLink="false">83889@http://forumarchive.spadille.net/</guid>
<description><p>Now that the shotgun is here, animations could never be more fitting.<br />
Why not seperate the components of a gun into individual .kv6 files and animate them with .ani files?<br />
Here's my concept:</p>
<p>Any .kv6 starting with that weapon's name is considered a part of it, and the one with that exact name is the "centerpiece" of it. Any .kv6 starting with an underscore is ignored in third person. ie:<br />
semi.kv6 (the above-mentioned center piece)<br />
the below are optional for modders, but are named appropriately for easy reference:<br />
semimag.kv6<br />
semibolt.kv6<br />
_semihands.kv6 (this is ignored in third person and will not show up)</p>
<p>semi.ani (semi.kv6's animation file; all of the parts below aside from parts with @ in their name are attached to this and thus affected by its movement)<br />
semimag.ani<br />
semibolt.ani<br />
@semihands.ani (these three are supplied for the three optional .kv6 files, but there can be as many .kv6 and matching .ani files as you like)<br />
semi3p.ani (this is the optional ani file for third person; this overwrites the default semi.ani in third person and thus looks different; this can be done with any and all .kv6 files)</p>
<p>An explanation of how the format of .ani files could be is: With .ini files as a reference ([name] to define an element, then specifications below), we define the animation's name and provide the data as 3D positions and rotations with delays (milliseconds? steps? frames?) at the end, along with a boolean for whether or not it tweens from the previous position.<br />
Example:<br />
<pre><code>[template for people who don&#039;t understand]
position x,position y,position z; rotation x,rotation y,rotation z; delay; tween;

[reload]
0,0,0; 0,0,0; 0; 0;
0,1,0; 0.5,0,0; 1; 1;
0,0,0; 1,0,0; 0.5; 1;
0,0,0; 0,0,0; 0.5; 1;

[fire]
0,0,0; 0,0,0; 0; 0;
0,0,-2; 0.5,0,0; 0.5; 1;
0,0,0; 0,0,0; 1; 1;</code></pre>
<p>To add to this idea, these .ani files should normally be supplied for each .kv6 file (that is, every single one including sub-models like "semimag"), although if there are none, there should be default backups.</p>
<p><strong>Answered questions</strong></p>
<blockquote><p>How will modders be able to continue modding if the animation is in .ani files?
</p></blockquote>
<p>This does not impact older models at all whatsoever. They will be treated as a single model (because they are) and will be animated with a fallback .ani file for the according weapon.</p>
<p>In other words, they will look the <em>exact</em> same and will <strong>not</strong> require porting.</p>
<blockquote><p>OMG! OMG! OMG!<br />
Your basicaly saying stop motion kv6 right?!
</p></blockquote>
<p>Nope. The only reason why multiple models would be needed for this idea is for <em>different parts</em>, each <em>with their own animation file containing keyframe data</em>, for the end-product model. In other words, one model for each piece of the gun, all with their own designated keyframe data files. Animated 3D sprite tables would be much harder to develop.
</p></description>
</item>
<item>
<title>username2 on "My 2 independent anti tower griefing suggestion again"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7112#post-118591</link>
<pubDate>Mon, 26 Sep 2011 02:01:31 +0000</pubDate>
<dc:creator>username2</dc:creator>
<guid isPermaLink="false">118591@http://forumarchive.spadille.net/</guid>
<description><p>SUGGESTION 1:<br />
All we know that when you put a 3x3 cube, block inside of cube becomes brown and erase its color. Well, then, let it become also HARDER TO DESTROY EVEN WITH A ETERNAL ALL-DESTROYING SHOVEL. You build strong walls - you get strong walls. You build 1-block thin walls - you get what you build. That's fair. </p>
<p>SUGGESTION 2:<br />
Suggestion 1 algorythm can be also improved, if we build the 9x9 cube instead of 3x3. The deeper we go inside cube - the stronger becomes block. I think its not too difficult to code in game.</p>
<p>That was my brilliant suggestions which you must implement if you really want ace-of-spades to be really greatest 21-st century game. Thank you.
</p></description>
</item>
<item>
<title>dUHneWB on "Ranking System"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7412#post-123915</link>
<pubDate>Mon, 03 Oct 2011 00:30:07 +0000</pubDate>
<dc:creator>dUHneWB</dc:creator>
<guid isPermaLink="false">123915@http://forumarchive.spadille.net/</guid>
<description><p>Like private, corporal, sergeant, etc you like EXP, ya?
</p></description>
</item>
<item>
<title>Barqa on "New Game modes?"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7369#post-122940</link>
<pubDate>Sun, 02 Oct 2011 01:34:18 +0000</pubDate>
<dc:creator>Barqa</dc:creator>
<guid isPermaLink="false">122940@http://forumarchive.spadille.net/</guid>
<description><p>Of course, everyone loves different game modes, but I thought of some unique ones tied in with the original ones.</p>
<p>S@D<br />
How this might work you ask? The defenders are given 2 minutes and 30 seconds of time before the blues spawn to build up defenses around the bombs. Once the 2 minutes and 30 seconds have passed, each team is teleported to their spawn to start the game. Once a round is over, the entire battlefield is reset :)<br />
Only 1 life per round! There also is a time limit of 5 minutes. Point system= 1 win=1 point</p>
<p>Elim Pro.<br />
In this game mode, each person has 1 life in a round. Your goal is to just kill everyone on the other time while trying to keep as many on your team alive. How points work in this game is 1 person on your team alive after round is over=1 point.<br />
The time limit on this game mode is also 5 minutes, to prevent exploits.
</p></description>
</item>
<item>
<title>StackOverflow on "Forum Feedback/Suggestions"</title>
<link>http://forumarchive.spadille.net/topic.php?id=6467#post-107114</link>
<pubDate>Fri, 09 Sep 2011 15:04:21 +0000</pubDate>
<dc:creator>StackOverflow</dc:creator>
<guid isPermaLink="false">107114@http://forumarchive.spadille.net/</guid>
<description><p>I was starting to draft a reply to <a href="http://ace-spades.com/forums/topic.php?id=6460">this</a> thread about forum suggestions and I realized it might be better to create an official thread where users can pitch ideas. A few things first...</p>
<p><strong>Forum Software</strong><br />
I know I've gone over this many times, but I'll do it again :P</p>
<p>The forum software, for the time being, is here to stay. I've been looking at phpbb (which I have a fair bit of experience with) and comparing it with bbpress on a database level. Swapping forum software isn't a simple task, it takes a series of steps:</p>
<p>* Create a structure for the new forum software (forums etc)<br />
* Transfer the userbase to the new forum<br />
  * Keep users passwords the same by using the same hashing/salting algorithm<br />
  * Keep users meta-data intact</p>
<p>These are just a few of the factors to consider when transferring to a new forum software. Sure you might say "just purge the whole thing, start fresh", that's not going to happen, even Ben doesn't want that.</p>
<p>I've learned that the password hashing algorithms for both bbpress and phpbb are the same, both use <a href="www.openwall.com/phpass/">phpass</a> (with a different salt obviously).</p>
<p>On a side note. Ben is interested in updating to bbpress 2 when it comes out of beta. Beta testing is going pretty smoothly, but we still aren't sure when that will be.</p>
<p><strong>Current Software</strong><br />
For the time being, the most logical thing to do is improve the current forums where we can. This is what we need your help with.</p>
<p>Some ideas might include:</p>
<p>* Adding new forums and/or splitting existing ones<br />
* Tighter moderation</p>
<p><strong>Rules</strong><br />
* Be constructive<br />
* Do not flame another user for their idea(s)<br />
* Posts must pertain to the forums (this is not the place to suggest game ideas)</p>
<p>Sorry for the long post and for any typos that may have occured, not used to typing on a laptop for long periods of time.
</p></description>
</item>
<item>
<title>Fluttershy on "New grenade discussion-&gt;pyspades"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7165#post-119596</link>
<pubDate>Tue, 27 Sep 2011 19:06:31 +0000</pubDate>
<dc:creator>Fluttershy</dc:creator>
<guid isPermaLink="false">119596@http://forumarchive.spadille.net/</guid>
<description><p>Alright, after being bothered by the fact of shotty not having an exclusive (well technically it wont be exclusive soon but meh) grenade to call its own and love and name George, i kept bothering he who shant be named. he agreed and said hed work on a grenade (aswell as being able to use any grenade with any weapon) anyways after a bit of discussion we came up with 3 possibilities. the point of this thread is to say which one you feel is best and say why. as well as point out the flaws of the ones to help us make the best decision.</p>
<p>(tl;dr, say the pros and cons of the listed grenades. try to limit stupid responses)</p>
<p>1) Cluster grenade<br />
  the original grenade that He who shant be named came up with ages ago but never made, its as the name implys. once it explodes itll throw out smaller grenades out in the area. (as of course the grenades will be massively nerfed so it wont be launching out a shit ton of ohko nades) as usual large primary explosion, followed by mini explosions.</p>
<p>2) Transportation grenade</p>
<p>toss it and teleport to where it blows. primarily made for shotgun, which would benefit greatly from this. in addition itll prove useful for getting into forts or high up areas thatd normally be a bitch to get to. decreased fall damage from .6 also complement this nicely. (this grenade will deal no damage)</p>
<p>3) vampire/transfusion grenades</p>
<p>this grenade will have its damage weakened quite a bit. however the trade off is itll heal the user by the amount damaged. in addition its blast radius will be increased.</p>
<p>example. I throw a grenade and it hits Urist for 25 damage. I get healed 25 damage.</p>
<p>alright state questions and comments here, help us make the best choice.<br />
(yes, the best choice WILL be implemented into piespades, so dont be retarded. thanks in advanced)
</p></description>
</item>
<item>
<title>KomradeMario on "A NEED TO un-READ TOPIC!!!! [Closed]"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7305#post-121596</link>
<pubDate>Fri, 30 Sep 2011 21:31:09 +0000</pubDate>
<dc:creator>KomradeMario</dc:creator>
<guid isPermaLink="false">121596@http://forumarchive.spadille.net/</guid>
<description><p><a href="http://www.youtube.com/watch?v=GWyW-Fn0fiQ" rel="nofollow">http://www.youtube.com/watch?v=GWyW-Fn0fiQ</a>
</p></description>
</item>
<item>
<title>Exor on "You know what would be interesting for this game?"</title>
<link>http://forumarchive.spadille.net/topic.php?id=6356#post-104639</link>
<pubDate>Tue, 06 Sep 2011 14:36:08 +0000</pubDate>
<dc:creator>Exor</dc:creator>
<guid isPermaLink="false">104639@http://forumarchive.spadille.net/</guid>
<description><p>A flamethrower....heh.
</p></description>
</item>
<item>
<title>Cypher100 on "Provide us Linux server binaries!"</title>
<link>http://forumarchive.spadille.net/topic.php?id=247#post-1520</link>
<pubDate>Wed, 27 Apr 2011 16:48:32 +0000</pubDate>
<dc:creator>Cypher100</dc:creator>
<guid isPermaLink="false">1520@http://forumarchive.spadille.net/</guid>
<description><p>I have powerful linux machines and they are not running a ace of spades server because there is no linux binaries! Please recompile the server files into linux.
</p></description>
</item>
<item>
<title>twomd on "HOW TO MAKE ALL GUNS BALANCED (really)"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7340#post-122452</link>
<pubDate>Sat, 01 Oct 2011 15:43:28 +0000</pubDate>
<dc:creator>twomd</dc:creator>
<guid isPermaLink="false">122452@http://forumarchive.spadille.net/</guid>
<description><p>I have an idea, the smg is currently very over-powered, the shotgun is terrible, and the rifle has been "replaced" (by smg which is a very accurate gun).</p>
<p>    After fixing the shotgun reload bug, make it so that while shotgun is equipped, grenades now become RPG. This way people would have use for shotgun "class". The RPG would have 2 shots, would shoot slowly, yet straight. and on impact would blow up 5x5x5 blocks. you would need to reload.</p>
<p>    If you pick the rifle, you should have the OPTION to have either the granades, or a pistol. the pistol would shoot slower than smg, but faster than shotgun and rifle, so in close quarter combat, a sniper could stand a chance againt other classes. Also make the rifle harder to shoot at point blank range, because it is very easy to get a headshot in close range.</p>
<p>    And i have an idea for another "class". The spy. His weapon is a pistol. He can have invisible blocks, or make blocks that break. He takes the color of his enemies, yet teamates will know he is a friendly spy. His last slot is for 1 c4 a life. c4 blows up 6x6x6, and would be triggered by the owner, with a two second delay.</p>
<p>any comments or questions are welcome, more over, i would appreciate your feedback.
</p></description>
</item>
<item>
<title>NH on "Soo.. i&#039;ve got a idea."</title>
<link>http://forumarchive.spadille.net/topic.php?id=7328#post-122081</link>
<pubDate>Sat, 01 Oct 2011 10:09:08 +0000</pubDate>
<dc:creator>NH</dc:creator>
<guid isPermaLink="false">122081@http://forumarchive.spadille.net/</guid>
<description><p>My idea: SMG power drops after certain distance (on all weapons, maybe?), making it mid-range weapon, and having a good reason for AR (Assault Rifle). Gravity affected bullets would make a nice place for the sniper rifle. And vehicles for heavier weapons (RPGs, mountable machine guns, mortars, etc). Melee attack for weapons. Anything else? Oh yeah, Pick-shovel! A combination of a pick and a shovel! (example: <a href="http://www.amazon.com/Coleman-Folding-Shovel-and-Pick/dp/B0009PUTES" rel="nofollow">http://www.amazon.com/Coleman-Folding-Shovel-and-Pick/dp/B0009PUTES</a> )
</p></description>
</item>
<item>
<title>DCBenni on "More Weapons. RPG, LMG, Assault rifle, Combat knife [Closed]"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7289#post-121287</link>
<pubDate>Fri, 30 Sep 2011 14:05:01 +0000</pubDate>
<dc:creator>DCBenni</dc:creator>
<guid isPermaLink="false">121287@http://forumarchive.spadille.net/</guid>
<description><p>There could be more classes like an medic *Going around with med-kits* or ammo</p>
<p>Assault rifle and RPG,   LMG and med-kits,      Combat knife
</p></description>
</item>
<item>
<title>woda_brzozowa on "General layout matter."</title>
<link>http://forumarchive.spadille.net/topic.php?id=7203#post-120139</link>
<pubDate>Wed, 28 Sep 2011 16:43:42 +0000</pubDate>
<dc:creator>woda_brzozowa</dc:creator>
<guid isPermaLink="false">120139@http://forumarchive.spadille.net/</guid>
<description><p>Backgrounds.</p>
<p>The profit of using backgrounds is simply better visibility of fonts. Backgrounds are possible to make just by adding background boxes to *.png sight files (semi.png, target.png etc.) - but there is no way to add background to scoreboard by this method. The background for scoreboard can be done by adding new *.png for scoreboard background wich show up on "scoreboard key" press. The  Some of the players could do chat backgrounds for themselves, but the noobs won't - it's mainly for the noobs to attract their attention to written stuff. The color of the text could be lighter when using darker, transparent backgrounds to make it more visible. Backgrounds should also require line wrapping, to looks nice.</p>
<p>example:<br />
<a href="http://i.imgur.com/MJbJx.png" rel="nofollow">http://i.imgur.com/MJbJx.png</a></p>
<p>The line wrapping should add tab (or some gap) at beginning of each line below nick. The nick-length space will looks bad.</p>
<p>Colors.</p>
<p><a href="http://i.imgur.com/2Y8rx.png" rel="nofollow">http://i.imgur.com/2Y8rx.png</a><br />
It is my proposal - I think they're optimal, colors should be visible but shouldn't contrast between them too much - so white isn't white. The actual colors on this pic are:<br />
red: # ff5555<br />
green: #66cc66<br />
blue: #aaaaff<br />
white: #e6e6e6 (#bbbb99, #cccccc looks really nice)</p>
<p>The patter for blue player global and team chat line is (i don't use proper tags):<br />
[color=blue]&#60;nick&#62;:[/color][color=white] &#60;text&#62;[/color] - needs ability for making multicolor lines.<br />
[color=blue]&#60;nick&#62;: &#60;text&#62;[/color]</p>
<p>If multicolor line feature could be possible, killfeed could be also changed - nicks in team color, "killed" white, weapon white or in killer's color. But that could do some mess in killfeed. Though the way it is now is fine, shows team wich score.</p>
<p>These colors of team assets (intel, tent) could work nicer too. Now blue is nearly invisible in some situations.</p>
<p>HUD order.</p>
<p>Most optimal solution:<br />
upper left: map<br />
upper right: killfeed (from up to down sorting)<br />
lower left: chat (from down to up sorting)<br />
lower right: ammo</p>
<p>It is most intuitive scheme. Proven.</p>
<p>If you had hard time reading this, I'm sorry. I'm not English native.
</p></description>
</item>
<item>
<title>[MLG]DUCK on "Dear Developers..."</title>
<link>http://forumarchive.spadille.net/topic.php?id=7308#post-121651</link>
<pubDate>Fri, 30 Sep 2011 22:04:05 +0000</pubDate>
<dc:creator>[MLG]DUCK</dc:creator>
<guid isPermaLink="false">121651@http://forumarchive.spadille.net/</guid>
<description><p>Dear Developers,</p>
<p>I think it would be a good idea to shut down the Ace of Spades forums for a while because people are abusing the right to use it. Fights have broke out and it hurts the whole community. I don't think i'm alone here, but if i am, it doesn't matter. People should show respect to each other and stop the nonsense.</p>
<p>Thanks for reading,</p>
<p>BlizzardDUCK
</p></description>
</item>
<item>
<title>[MLG]rambo on "PRACTICE!"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7284#post-121220</link>
<pubDate>Fri, 30 Sep 2011 10:40:07 +0000</pubDate>
<dc:creator>[MLG]rambo</dc:creator>
<guid isPermaLink="false">121220@http://forumarchive.spadille.net/</guid>
<description><p>WHY isnt there a practice server that has multiple practice areas that tell you targets health there would only be 1 side </p>
<p>ex</p>
<p>sniper range </p>
<p>movinge target</p>
<p>close combat </p>
<p>and frag area [to practice ur frags]</p>
<p>all this will help ur aim and noobs at the same time
</p></description>
</item>
<item>
<title>[MLG]DUCK on "One Complaint"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7265#post-120958</link>
<pubDate>Thu, 29 Sep 2011 21:29:06 +0000</pubDate>
<dc:creator>[MLG]DUCK</dc:creator>
<guid isPermaLink="false">120958@http://forumarchive.spadille.net/</guid>
<description><p>I just have a suggestion to the developer. Id like to see the chat and kill smaller (mainly the kill) because when im playing, there are words on the bottom half of my screen and it clutters everything. Other than that everything doesn't seems as bad as i thought. I was mainly concerend about wireframes and reload but they are ok
</p></description>
</item>
<item>
<title>Jackson31 on "More concise hit/trace effects"</title>
<link>http://forumarchive.spadille.net/topic.php?id=4830#post-71673</link>
<pubDate>Wed, 10 Aug 2011 07:48:10 +0000</pubDate>
<dc:creator>Jackson31</dc:creator>
<guid isPermaLink="false">71673@http://forumarchive.spadille.net/</guid>
<description><p>G'day,<br />
First off want to say that i love the game, It has an amazing amount of future potential</p>
<p>One thing that I found most lacking in the game was bullet trace and bullet impact effects, players have a hard time understanding where their bullets have landed and when being shot at it's hard to determine where enemy fire is coming from.</p>
<p>PS:<br />
I think you should try Battlefield: Bad Company 2 as reference, one thing in particular that they do well, is having 2 distinct sounds, one for a bullet passing you and another for a bullet hitting the ground, with these 2 sounds players can quickly judge where bullets are coming from (Y)
</p></description>
</item>
<item>
<title>Dany0 on "About recoil"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7186#post-119870</link>
<pubDate>Wed, 28 Sep 2011 05:07:46 +0000</pubDate>
<dc:creator>Dany0</dc:creator>
<guid isPermaLink="false">119870@http://forumarchive.spadille.net/</guid>
<description><p>Playing .60 reminded me, why does the mouse/crosshair jump around? It's disorienting. I loved the way Urban Terror handled recoil - the crosshair gets bigger the bigger the recoil range is, and it's always exactly the size of the crosshair, so you always know where pretty much it will shoot, while having recoil, while not disorienting you at all.</p>
<p>Please, ben?
</p></description>
</item>
<item>
<title>Chaudalar on "Incindiary / smoke grenades?"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7281#post-121134</link>
<pubDate>Fri, 30 Sep 2011 07:58:04 +0000</pubDate>
<dc:creator>Chaudalar</dc:creator>
<guid isPermaLink="false">121134@http://forumarchive.spadille.net/</guid>
<description><p>I think that, while the grenades in the game are great, it would be kind of cool to have some options. Some incindiary grenades would be good for tacticaly seperating enemies or from flushing a group of enemies out of a bunker. The smoke grenades would be good for moving the line forwards by obstructing your enemies veiw of you and your team, as well as being able to start a sneak attack on the enemy base by filling your entrance point with smoke, allowing you to enter quickly without being shot.<br />
(Please excuse any spelling misstakes).</p>
<p>&#62;Discuss?
</p></description>
</item>

</channel>
</rss>
