Darkwind
Engine v.88, Scripts v.184, Scheduled Wilderness Combats

*sam*


Posted Apr 7, 2008, 8:44 pm
The main thing in this patch is the introduction of the first type of scheduled (in the events diary) wilderness events. These are the NPC-v-NPC combat variant, that you can enter at will at take control of an NPC car. I'm just about to test this, but all going to plan we will have these running twice a day, say 10.00pm and 2.00am server time??

Other things in this patch:

* When everyone has finished pre-event-positioning, they hit space. Instead of a move rolling forward, this brings all vehicles into view and stops any more re-positioning. You can now plan your first move with full knowledge of your enemy. The game timer doesn?t start counting down until the second time all players have hit space.
* Now even small weapons can sometimes cause 1 pt of armour damage (but often they won?t)
* You should now be able to shoot crouching or prone characters properly, rather than always firing over their heads
Jansan


Posted Apr 7, 2008, 9:00 pm
*sam* said:
The main thing in this patch is the introduction of the first type of scheduled (in the events diary) wilderness events. These are the NPC-v-NPC combat variant, that you can enter at will at take control of an NPC car. I'm just about to test this, but all going to plan we will have these running twice a day, say 10.00pm and 2.00am server time??

Other things in this patch:

* When everyone has finished pre-event-positioning, they hit space. Instead of a move rolling forward, this brings all vehicles into view and stops any more re-positioning. You can now plan your first move with full knowledge of your enemy. The game timer doesn?t start counting down until the second time all players have hit space.
* Now even small weapons can sometimes cause 1 pt of armour damage (but often they won?t)
* You should now be able to shoot crouching or prone characters properly, rather than always firing over their heads


Awesome, I'm excited for these events.

Edit: There should probably be 3-4 events per day, I don't think two will give the full time zone range of all the people we have here time to play. Unless you're just starting with two to test.

For example, I will sadly only be able to attend these on the weekends due to my work schedule. I realized this after doing the math.

For people with my timeslot/schedule, to play during the week I'd need one between 5 AM - 10 AM Sever Time.

Ideally I'd like to see them added to the regular combat/race/deathrace queue, but if they are too much server strain, I vote for at least 1-2 more.

1. Excellent! That should solve the only problem I had with the new positioning, which otherwise is fantastic. Now I don't end up slamming into myself or my allies as much with smart placement formations.
2. This is the big one I've been waiting for, time to test out pistols and shotguns more.
3. This solves the invincible ped problem I imagine?
Parduz


Posted Apr 7, 2008, 9:11 pm
*sam* said:
but all going to plan we will have these running twice a day, say 10.00pm and 2.00am server time??

Being my playing time from 22:30 to 1:30 server time, i will never have a chance to join to that event.
I'm already out from most of the Pro racing, that incidentally does not hurt me so much.... but i don't understand this choice.
Monty


Posted Apr 7, 2008, 9:18 pm
What about every four hours or something like that rather?
*sam*


Posted Apr 7, 2008, 9:22 pm
Parduz: it's totally flexible, sure. What about 10pm, 12pm, 2am?

We can easily change this later.

Jansan


Posted Apr 7, 2008, 9:29 pm
I still couldn't play. :(

If Monty's suggestion is feasible, I think that's a winner.
Parduz


Posted Apr 7, 2008, 9:32 pm
Well, talking for myself only, it means 23, 1am and 3 am.
So i'll like more one hour before, or half an our at least.

Generally speaking, sam, your player are world spread. So you will find always someone that's out of that event for whatever reason.

Spreading them each hour or so will solve the problem, but i see you want to keep them rare, so maybe the best solution is to have 3-4 differents set of event times and rotate them during the week.... so at leat on day every 3 or four is good for that kind of event.
Dr Mathias


Posted Apr 7, 2008, 10:58 pm
Could the times "revolve" in some way...

Day 1: 1:00 , 7:00 , 13:00 , 19:00
Day 2: 2:00 , 8:00 , 14:00 , 20:00
Day 3: 3:00 , 9:00 , 15:00 , 21:00
Day 4: 4:00 , 10:00 , 16:00 , 22:00
Day 5: 5:00 , 11:00 , 17:00, 23:00
Day 6: 6:00 , 12:00 , 18:00 , 24:00

Day Off, so sorry...

Roger Ramjet


Posted Apr 8, 2008, 12:05 am
Sam

That first event was fantastic and not just because I set you on fire with my opening shots.

Definite potential on several levels.

Well done.
Parduz


Posted Apr 8, 2008, 6:38 am
*Dr Mathias* said:
Could the times "revolve" in some way...

That was what i mean... just revolve them in some manner that you have not the same time for the same day, so you'll have always an occasion.
ISHOULDCOCO


Posted Apr 8, 2008, 7:07 am
How about a game being triggered if , at least , 6 people sign up for one ?
If they are scheduled they should be pretty infrequent , because they are gonna be quite long

COCO
Parduz


Posted Apr 8, 2008, 9:08 am
well, to be honest, i still have to understand why they should not be created like any other custom events.... maybe some technical thing...
madmax


Posted Apr 8, 2008, 11:27 am
How exactly do you sign up?
*sam*


Posted Apr 8, 2008, 12:41 pm
Ye, there's no real reason to have them not player-generated. They are pretty much a prototype of a 'more important' scheduled wilderness combat variant which will involve attacks on Somerset or other towns, and where you sign up with your own cars to help out the attackers or the defenders.

We still need to figure out a good incentive for players to join in these town-attack combats, since they will be high-risk.

max: just join the event when it's running: you have the option of spectating or of taking control of an NPC's car.
4saken


Posted Apr 8, 2008, 1:35 pm
is there someplace where the current schedule for these events is listed? i could plan to try one if i knew when was coming up. if they stay scheduled and not player-generated, how many hours ahead of time will they display in the lobby?
*sam*


Posted Apr 8, 2008, 1:50 pm
3 hrs ahead in the lobby
Currently 10pm, 12pm, 2am, 4am every day
ISHOULDCOCO


Posted Apr 8, 2008, 2:57 pm
*sam* said:
.......pretty much a prototype of a 'more important' scheduled wilderness combat variant which will involve attacks on Somerset or other towns, ......


This is great news.
Nice story driven stuff

All we have to do is fix the economy now

Incentives.ahh ??..................hmmmmmm
let me think

COCO

Alocalypse


Posted Apr 8, 2008, 3:38 pm
It would also be cool if you could choose to remain anonymous in the NPC vs. NPC combats so you wouldn't neccessarily know who you're up against.
Seiler


Posted Apr 8, 2008, 6:52 pm
*sam* said:
3 hrs ahead in the lobby
Currently 10pm, 12pm, 2am, 4am every day


Hmm, I really don't see why they have to be grouped so damn tight.  If you don't play in the 6 hour period you can't participate.
*sam*


Posted Apr 8, 2008, 7:14 pm
I just picked the most busy times. You tell me what time you'd like them.
Jansan


Posted Apr 8, 2008, 7:20 pm
My vote is for 6 AM server time. :)
Seiler


Posted Apr 8, 2008, 7:23 pm
Either 6AM or 7AM server time would be good, might grab a lot of the US Midwest/West Coast players.
*sam*


Posted Apr 8, 2008, 7:32 pm
Quote:
It would also be cool if you could choose to remain anonymous in the NPC vs. NPC combats so you wouldn't neccessarily know who you're up against.


Nice concept... this would also be feasible in the upcoming town-attack combats??
The other players will have to know that you're in the game, of course, but not which cars are yours.

Quote:
My vote is for 6 AM server time.


OK, I'll add an extra one at 6am.
Jansan


Posted Apr 8, 2008, 7:32 pm
Seiler said:
Either 6AM or 7AM server time would be good, might grab a lot of the US Midwest/West Coast players.


Yeah 7 might be even better.
Dr Mathias


Posted Apr 8, 2008, 8:15 pm
*Alocalypse* said:
It would also be cool if you could choose to remain anonymous in the NPC vs. NPC combats so you wouldn't neccessarily know who you're up against.


Good idea.
madmax


Posted Apr 8, 2008, 8:23 pm
21:00 servertime would be great for me, but I know you can't add one for everybody.
madmax


Posted Apr 8, 2008, 9:22 pm
managedto fit one in, very fun. Too bad I got a trader van. I rammed alos siren on like the 5th turn taking out his HMG. i got demoed like 3 turns later :D
Alocalypse


Posted Apr 8, 2008, 9:25 pm
Some bugs (not of the giant insect variety) that cropped up in the first event:

* Team chat not working (everyone can see it
* Turns not processing after timeouts (due to a player disc-ing) even if everyone including the disced player presses space.
* Slight team imbalance (3 vs 5 humans per team I think)

EDIT: Hard to keep track of since it reverts back after someone leaves.
madmax


Posted Apr 8, 2008, 9:28 pm
Alo i think the T/O thing was due to zothen joining.
*sam*


Posted Apr 8, 2008, 9:36 pm
I'm just working on peds in the wilderness, hopefully we can have some basic functionality for the npc-v-npc event in 1.5 hrs time.

These NPC events will be perfect places to try out all kinds of new stuff actually (e.g. insects) before making them properly live.

Thanks for the comments alo... the imbalance shouldn't be the case, when a new player needs a car it specifically counts how many player cars are on each side and add them to the one that has less.
madmax


Posted Apr 8, 2008, 11:40 pm
Could you stop using traders? I dont like fighting in a trader van. But i could work with a Texas Strongarm ;)
*Zothen*


Posted Apr 8, 2008, 11:51 pm
*Alocalypse* said:
It would also be cool if you could choose to remain anonymous in the NPC vs. NPC combats so you wouldn't neccessarily know who you're up against.


Nooo, please not! I want to know who eats my bullets! I want to see him suffer! =)
Jansan


Posted Apr 9, 2008, 12:09 am
*sam* said:
I'm just working on peds in the wilderness, hopefully we can have some basic functionality for the npc-v-npc event in 1.5 hrs time.


Three cheers!
*Toecutter*


Posted Apr 9, 2008, 3:33 am
i would suggest not making gangs anonymous for npc controlled events, this would be the 1 time "lesser" gangs get to exact retribution against their "headaches" in the game with no consequences for messing up.

This should be a fun event anyways and getting t know who u nailed and who nailed u will be probably the most fun of all.

To those who have gained quite a negative rep amongst yer fellow players this is a "reap what you sow" sort of thing, "oh well" if they gang up on you but you don't really lose anything so be a good sport ;)
Jansan


Posted Apr 9, 2008, 8:59 am
*sam* said:

* Now even small weapons can sometimes cause 1 pt of armour damage (but often they won?t)


Got a chance to test this tonight with Seiler, we parked two cars and emptied all current implemented weapons into them. Results were very positive!

No complaints about the ratios, good stuff!  :)

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