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Don't include ballistic weapons in DW2
Grimm Sykes
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train wreck
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Posted Feb 14, 2014, 6:00 pm
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StCrispin said:
goat starer said:
making the turn sequence faster


You may have missed this part Goat...

DW2 is supposedly going to be Real-Time.  No Turn sequence at all!  Cant get faster than that.


Thankfully that appears to be incorrect. From Sam's latest post:

*sam* said:
Thanks for the thoughts :-)

Regarding DW2: things are happening :-)
Not exactly along the lines of what we were discussing here, though.

I do appreciate your comments about DW's uniqueness in terms of turn-based vehicular combat. I very much think this myself, and it's the core experience that I want to build DW2 around.
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vet wv

Posted Feb 14, 2014, 8:25 pm
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Yeah... I find it helps to ask Sam what he is planning rather than just making it up in your head :cyclops:
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Posted Feb 15, 2014, 5:45 pm
*Bastille*
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Don't be silly
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Posted Feb 15, 2014, 9:31 pm
*StCrispin*
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If you notice he says DW is turn based. And he wants DW2 to have the DW as its core idea. He has said repeatedly (despite all of our woe crying about not wanting a real time game) that he wants DW2 to be real time and similar in playstyle to League of Legends.

Maybe he has changed his mind. But I have not seen a post indicating that.

Not that it matters.

What Sam makes is what Sam makes.
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Posted Feb 16, 2014, 2:00 am
*Rev. V*
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" He has said repeatedly (despite all of our woe crying about not wanting a real time game) that he wants DW2 to be real time"

If there's 2 things Sam WILL be sticking with for DW2, it's turn based play, and perma-death.
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Posted Feb 16, 2014, 7:43 pm
simonmaxhill
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Maybe I used the term "indirect fire" incorrectly.

I'm interested in seeing mortar and artillery-type weapons removed from the game. My primarily gripe is (as before) that they bypass terrain features, which to me are an important part of making it a tactical game.

There's plenty of real time twitch games of cars with guns that are really fun, but I'd definitely prefer Darkwind remain a turn based, squad vehicle combat game.

I'm not super familiar with the M1 Abrams, but at what distances does it's fire become "indirect" and not "point blank"?  At what ranges does it lob shells over hills?

StCrispin said:
simonmaxhill said:
My humble opinion:

Indirect fire weapons from moving vehicles at moving vehicles is

1. silly
2. bypasses terrain, the skillful use of which is fundamental to dogfighting
3. pretty unrealistic

Either ditch em, make them so wildly inaccurate that even in the hands of the most skilled ballistics gunner, they'd be worthless except against packs of opponents.

And get rid of the paint ones, because those are 10x silly. Like 80's movie hairspray flamethrower silly.




Actually Indirect fire is Very common from a Moving Vehicle.

Example:  M1A1 Abrams Tank.

Any fire beyond what is Classified as POINT BLANK RANGE (Defined as the range at which the trajectory is flat and ballistics properties do not matter) is in fact Indirect.

Once again you have suggested something that takes DW farther away from a simulation of vehicular combat and closer to being a Twitch and Click Arcade Shooter game.

You might want to try Spy Hunter if that's your type of game.  As for myself I prefer something believable at least to a small degree. (since DW does not calculate deflection of shells which strike at extreme obliquities.  It isnstead figures a 90 degree obliquity and a 15 degree obliquity to inflict the same penetration damage.  oh well.)
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vet wv

Posted Feb 25, 2014, 9:05 pm Last edited Feb 25, 2014, 9:05 pm by simonmaxhill
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Simon. The thing with the Abrams is that it employs top secret US anti grav muzzle enhancement... Basically the projectile has a temporary gravity nullifying coating applied by imps as if leaves the big tube thing on the tank, allowing the effects of gravity to be counterbalanced for up to 27 feet and 6 inches. It's all very hush hush but luckily we have Crispin to help with his scooper sleuth clearance.
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Posted Feb 25, 2014, 11:55 pm
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