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Engine v86, Scripts v179, Manual repositioning





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Posted Today, 6:56 pm
Dr Mathias
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*SirLatte* said:
Ya but a scout with a skill level of 1 should be able to see a car before it is  50m in front of you. Coming up from behind...OK... but not the front.


That map with the sandstorm is a great opportunity for "close encounters of the dangerous kind".
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vet combat1 ped1 wv cont

Posted Apr 1, 2008, 3:59 pm
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Quote:
That map with the sandstorm is a great opportunity for "close encounters of the dangerous kind".


I hate that map.  My client crashes a lot when I am on it.
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vet

Posted Apr 1, 2008, 4:43 pm
*viKKing*
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Kermit said:

I hate that map.  My client crashes a lot when I am on it.


Did you try reducing the number of displayed particles in option?
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Posted Apr 1, 2008, 7:24 pm
Seiler
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*sam* said:
Quote:
Ya but a scout with a skill level of 1 should be able to see a car before it is 50m in front of you. Coming up from behind...OK... but not the front.


Although this is true, I think you missed my point (or I made it badly). The formation you make at the start of the event represents a stable formation that you are taking across the terrain, not one that is informed by knowledge of a specific enemy. The enemy appears 50m away for gameplay purposes rather than realism purposes (it would be way too easy to escape if they appeared at a realistic distance).

However, the point about trucing is important. Maybe what we should have is a text description of the enemy force ("2 chompers and a symphony is approaching") etc.


I'd prefer it you had a setup phase, then after everyone clicked ok, the enemy was displayed, and then you planned your first turn.  As it is now, you start so close that often your first turn is very critical, and right now we're doing it blind.  This would solve most issues, allowing for truces, etc, for planning with your buddies, for not starting in awkward positions on bridges, but still leave a fog of war element during the setup.

It would definitely be good to have a bit more info, and I'd like to see any enemy vehicles that start within my own purple circle.  Had an encounter last night in which an enemy vehicle started within the circle facing my vehicles, ended up starting the event about 5m in front of my car.

Quote:
I may have miss something.... but when we go out to scout.... are we not hunting for pirates? or are we just going out as baits and hoping to get caught by them?
IF we are the hunter, (provided that the scout is doing his job right) we're the ones that should have to know and choose the prey.


Oh, not really.  In fact, aggressors get ambushed far more often.  You're traveling.  They have an overwatch in your area, and usually track your movements from after you leave the city until contact is made.  Usually the aggressors outnumber the ambushers, but for gameplay I think it works out fine.
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vet deathrceL1 wv

Posted Apr 1, 2008, 7:38 pm Last edited Apr 1, 2008, 7:43 pm by Seiler
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Quote:
It would definitely be good to have a bit more info, and I'd like to see any enemy vehicles that start within my own purple circle.  Had an encounter last night in which an enemy vehicle started within the circle facing my vehicles, ended up starting the event about 5m in front of my car.

I know some positions need to be checked and fixed (mostly moved back from player position) and this is planned, excepted maps on which it is not possible (Firelight ones, for example).
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vet cont zom slay2013 marshal wv

Posted Apr 1, 2008, 7:52 pm
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*sam* said:

I thought of a nice one for driving skill: 'slipstreamer': boosts the effectiveness of slipstreaming

Wait,you mean drafting is actually effective?  I didn't know that!
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vet wv

Posted Apr 1, 2008, 8:50 pm
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*viKKing* said:
Quote:
It would definitely be good to have a bit more info, and I'd like to see any enemy vehicles that start within my own purple circle.  Had an encounter last night in which an enemy vehicle started within the circle facing my vehicles, ended up starting the event about 5m in front of my car.

I know some positions need to be checked and fixed (mostly moved back from player position) and this is planned, excepted maps on which it is not possible (Firelight ones, for example).


:) well it was a firelight map.  But it'd still be nice to see if an enemy and I are going to occupy the same space..
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vet deathrceL1 wv

Posted Apr 1, 2008, 8:56 pm
*Longo*
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Yea Sam, considering the high bounties the pirates accumulate, I for one would liek to know what I am fighting. The one advantage of being a pirate is the option to truce, and this present setup all but removes that 1 advantage.
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Apr 1, 2008, 10:30 pm
*sam*
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I'll be adding a text description Longo..
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 1, 2008, 10:36 pm
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One thing I have noticed is that the length of time you have before an event starts has dropped to 3 minutes from the increased 7, but we have more to do in that time. I find myself rushing really hard to examine the map, move my cars around and assign gunners.

Then, unlike before, at the end of the 3 minutes, the event just seems to start. Previously it started the first turn's countdown. This would give you an extra 30 seconds per car to plan.

Could we make it that you have 3 minutes to position your cars (Sam's point about this really being "formation setting"), then the baddies appear and you have a normal period (30secs per car) to target bad guys, set commands.

As it stands, positioning is nice, but the bad guys get free shots off, and your convoy can't respond to the actual threat in front of them until after they've already moved for the first turn.
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vet combat1 wv ped1 northernsummer

Posted Apr 1, 2008, 10:40 pm
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Great points Val.
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Apr 1, 2008, 10:46 pm
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Valiance said:

As it stands, positioning is nice, but the bad guys get free shots off, and your convoy can't respond to the actual threat in front of them until after they've already moved for the first turn.


AIs dont have to aim for one round like players have to. they can instantly switch guns so they are able to shoot in the first round.
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vet marshal wv

Posted Apr 1, 2008, 10:48 pm
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Quote:
Could we make it that you have 3 minutes to position your cars (Sam's point about this really being "formation setting"), then the baddies appear and you have a normal period (30secs per car) to target bad guys, set commands.


I'll extend the start time, sure. An extra 3 minutes?

Quote:
AIs dont have to aim for one round like players have to. they can instantly switch guns so they are able to shoot in the first round.


I'll change that.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 1, 2008, 10:53 pm
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6 minutes is fine by me, but didn't you extend it before because of that PvP issue with Alo and TMP. I didn't follow that argument closely, but presumably the logic hasn't changed. If it has, then fine - I'm happy with the three minutes if it then *starts* the first orders phase, rather than the current situation where it gives your orders (i.e. a reversion to how it used to work.)
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vet combat1 wv ped1 northernsummer

Posted Apr 1, 2008, 11:05 pm
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Quote:
but didn't you extend it before because of that PvP issue with Alo and TMP


I only previously extended it in pvp events.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 1, 2008, 11:08 pm
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*viKKing* said:
Kermit said:

I hate that map.  My client crashes a lot when I am on it.


Did you try reducing the number of displayed particles in option?


Yeah I do that most of the time and it seems to help.  But sometimes I forget to.

That option doesn't seem to get remembered.


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vet

Posted Apr 1, 2008, 11:31 pm
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