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PostPosted: Sun Nov 12, 2006 8:37 am 
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hmm interesting....however, wouldnt that limit your vision somewhat?

i'd rather a blue triangle then a long name.

To me the names would have to remain all the time, and not just when u point ur gun at the person, its that delay for the name to come up that causes tk's now.

now, if that delay was reduced ... maybe tking wouldnt happen so much?

meh, i dunno.

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PostPosted: Sun Nov 12, 2006 9:41 am 
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LadyDeath wrote:
hmm interesting....however, wouldnt that limit your vision somewhat?

not if the fonts are small, and i mean really really... small.

LadyDeath wrote:
hmm interesting....however, wouldnt that limit your vision somewhat?

i'd rather a blue triangle then a long name.

the names are like a replacement for the triangles...

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Last edited by Dragonathan on Sun Nov 12, 2006 5:25 pm, edited 2 times in total.

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PostPosted: Sun Nov 12, 2006 4:09 pm 
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READ ATTENTIVELY

ok now the real reason why name's above the player model's head would be realistic:

-if you want to recognize someone's face in real life you look at his face,
in this game evryone wants to be recognized, it would be boring if we wouldnt know with who we're playing with, now having your own personal specific face in TC:E is far fetch and "impossible" "depends on how you look at it",
but not only in TC:E, in allot of shooters it's impossible, even mmorpg's,

thats the reason why player's names are visable on the display on most online games,
if you dont know wich one is who? than names is the answer,

now i have a damn good reason why the names under the model's feet is EXTREMELY unrealistic...

- if you wanna recognize someone in real life you dont look at the person's feet, but you look at the person's face, so the player's name should be above the model's head.

because the name represents who you are/look.

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Last edited by Dragonathan on Sun Nov 12, 2006 6:17 pm, edited 5 times in total.

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PostPosted: Sun Nov 12, 2006 4:53 pm 
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well, you know what your teamates would look like IRL, so how about after looking at your teammate, you get a name and/or a marker, and that marker stays until you lose sight of them.

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PostPosted: Sun Nov 12, 2006 5:19 pm 
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it wrote:
well, you know what your teamates would look like IRL, so how about after looking at your teammate, you get a name and/or a marker, and that marker stays until you lose sight of them.


i allready suggested that,
but it should be an option, altough in real life you can recognize a group of more than 30 people at once, without looking one by one.

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PostPosted: Tue Nov 28, 2006 4:12 am 
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As for how to balance servers when the map changes to a different size, the weakest players would become spectators...

Names above the individual? Next thing you know we will have imaginary floating crosshairs.... :roll:

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PostPosted: Tue Nov 28, 2006 2:54 pm 
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Cope57 wrote:
As for how to balance servers when the map changes to a different size, the weakest players would become spectators...


for a whole map?

i dunno, i think the 10v10 limit set by TT works for the most part in Obj play. Is a lil busy on some maps, but is workable for the most part.

BTW, we made a 8v8 pro server.....that seems to be a perfect number for all maps.

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PostPosted: Tue Nov 28, 2006 9:58 pm 
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I think 8 vs 8 should be the limit for all servers...

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PostPosted: Sun Dec 03, 2006 2:33 am 
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You obviously enjoy the game Rainbow Six. :roll:

The maps are far too large for just 8 players per team. :P

But the maps are far too small for any more than 20 per team.

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PostPosted: Mon Dec 04, 2006 1:58 am 
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Sharp Shooter
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i guess in the end, it all comes down to personal preference :)

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PostPosted: Mon Dec 04, 2006 2:57 am 
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Silentcrisis wrote:
You obviously enjoy the game Rainbow Six. :roll:
:D ...

Well 8 vs 8 = 16 people "total" and i think its more then enough... 10 vs 10 makes teamkills and crap all over...And the maps in tce arent the bigest ones

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