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Engine v.126, Scripts v.280, Psionics, Deathrace Mafia
*sam*
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Psionics

We have psionics specialisms at last! –

1. Mind Control    A number of useful effects can be achieved by this specialism which affects characters other than the Psi themselves: i) Psionic Mask - Convince enemy that your gang isn’t who they think it is in combat (so you don’t lose any faction rep. for injuring them), ii) Terror – adds stress to nearby enemies (works better if you’re out of a car), iii) Tranquility – reduces stress in nearby friends (again, a tin can around you reduces effectiveness)

2. Telekinesis    The psionic ability to push and throw objects from a distance: i) Mutant Mind-Push – lets you apply a force to a vehicle, ped or creature (works better if they’re close), ii) Whirlwind – blows up a brief cloud of dust which operates like a smokescreen; works better on dusty ground

3. Pyrokinesis    The psionic ability to set cars, pedestrians and animals on fire. Nuff said. Note that peds and creatures can now also catch fire when hit by flaming weapons… this also paves the way for ped flame-throwers and molotovs ;-)

4. Electromagnetic Pulse    Sends out an EMP which affects electronically-controlled weapons and V8/V12 engines within range, causing them to malfunction. Since it works by focusing solar radiation, it is stronger in the summer and especially when there is a strong green aurora.

5. Defensive Energy    Psionically-constructed `hard air` barriers can protect the individual or their vehicle (operates as two separate skills, the vehicular one is harder to succeed with)

Any effects that can operate at a distance do so at reduced effect the further the target is from the Psi character. And, as indicated above, if the character is inside a car certain effects are weakened.

Firefly and Tinker are helping out with the balancing and testing of these Psi effects over the next week or two. If anyone else would like to help, let me know by PM.

Oil Jets

These last about 1.5x longer than before
Regular Oil Jet bulk reduced to 25
Heavy Oil Jet bulk reduced to 40

Showmodels

The mousewheel now pans the showmodels preview up/down, rather than zooming. You can still zoom by dragging the right mouse-button. New button in showmodels dialogbox that lets you add new skins on the fly (without restarting the client) so you can tweak and view without needing to restart the client.. you will have to temporarily give each edit a new name however, since I didn’t have time to figure out how to reload over an existing file.

Arena/Racetrack Behaviour

If you continually attack (and especially kill) resigned characters on the racetrack/arena:

1) The Deathrace Mafia as well as the local town start to hate you

2) All NPCs in the event will start to target you, as a particularly notorious and hated opponent that they consider to be too risky to let live.

3) The Deathrace Mafia may sometimes give you weakened vehicles when you enter events. This may include damaged chassis, reduced armour, damaged engine, damaged tyres, reduced ammo. They won’t permanently damage a car that you own, except maybe its tyres and ammo.

Note that if your target is disliked in the local town, all the above is disregarded

4) One of the new Psionics effects ("Psionic Mask") lets you conceal your identity, and this will help you get away with killing resigned NPCs, however in order to stop griefing it won't help you get away with killing resigned human players.

The DR Mafia will also sometimes give reloads to gangs that they really like (especially those with DR Mafia as their primary faction), or tune their engine a little for them.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 30, 2010, 9:22 am Last edited Apr 30, 2010, 2:14 pm by *sam*
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Is it possible to train psi outside Firelight yet? Because anyone I send down there is just going to get beaten up. Or is psi only intended to be for pirate-type players?

Changes to showmodels will make skinning much easier, thanks for that.
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vet wv marshal pvp2 cont

Posted Apr 30, 2010, 9:39 am
*sam*
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It has always been possible to train Psi anywhere. It trains best in FL, is all..
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 30, 2010, 9:42 am
Serephe
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Does that take the benefits (or lack) of a training center into account?
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vet wv paintladder ww0,3,0

Posted Apr 30, 2010, 9:44 am
*sam*
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Yes. If you're outside FL, then a town with a training centre is next best choice.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 30, 2010, 9:53 am
FireFly
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Will the EM pulse affect your own/friendly vehicles...?
Because, that could be a huge issue :rolleyes:
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Apr 30, 2010, 10:24 am
*sam*
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FireFly said:
Will the EM pulse affect your own/friendly vehicles...?
Because, that could be a huge issue  :rolleyes:


Yes, it will.
Doesn't seem like an issue to me.. you know you're gonna use the effect so make sure you don't have any hi-tech weapons or engines in the squad!
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 30, 2010, 10:26 am
*Wolfsbane*
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Should be fine - you just need to design your cars around it. Might be interesting if 4L engines and HMGs become the tools of choice for taking down mutants.

Which reminds me - do the AI have access to these powers yet? Will they ever?
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vet wv marshal pvp2 cont

Posted Apr 30, 2010, 10:26 am Last edited Apr 30, 2010, 10:26 am by Wolfsbane
*sam*
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Wolfsbane said:

Which reminds me - do the AI have access to these powers yet?  Will they ever?


They don't yet. They should do, you're quite right.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 30, 2010, 10:27 am
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*sam* said:
FireFly said:
Will the EM pulse affect your own/friendly vehicles...?
Because, that could be a huge issue  :rolleyes:


Yes, it will.
Doesn't seem like an issue to me.. you know you're gonna use the effect so make sure you don't have any hi-tech weapons or engines in the squad!
In other words, this is a PvP power?
And info on how severe the hit is?
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Apr 30, 2010, 10:34 am
Serephe
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Is not only useful for PvP. Disabling valuable vehicles powered by v8's in PvE makes it easier to loot them by killing the others first.
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vet wv paintladder ww0,3,0

Posted Apr 30, 2010, 10:36 am
*sam*
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FireFly said:

And info on how severe the hit is?


I have made a best-guess estimate in the current calcs. This is precisely why I'm asking you to do some field testing for me, so we can balance it properly.

Psionics skills should be cool, rare, but not too uber-powerful.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 30, 2010, 10:37 am
*sam*
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Ur.. I should probably also say, anyone field-testing for me should avoid using their 'borrowed' Psi skills in PvP situations, as this would cause trouble.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 30, 2010, 10:39 am
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Sam, I would NEVER engage in activities against another player, scouts honor. :cyclops:
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vet wv paintladder ww0,3,0

Posted Apr 30, 2010, 10:41 am
LoSboccacc
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*sam* said:
It has always been possible to train Psi anywhere. It trains best in FL, is all..


what are the requisites for training psi? any mutant can be trained? or there should be some starting psi point first?
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vet wv

Posted Apr 30, 2010, 1:21 pm
*sam*
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A character needs to have 1 Psi skill to start training. That makes it rare.. probably no more than 1 in 50 characters has it. Some mutants start with it, but other than that it only appears following lengthy use of 46Ys.

edit: actually there are 239 player-characters with Psionic skill, out of a total of 93507. So only 0.25% of characters currently have it. 1 in 400.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 30, 2010, 1:24 pm Last edited Apr 30, 2010, 1:28 pm by *sam*
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I believe you need a point of psi before you can begin to train it.
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vet wv paintladder ww0,3,0

Posted Apr 30, 2010, 1:25 pm
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cool! tell me, where is the 'drug them when they sleep' button? :cyclops:
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vet wv

*Posted Apr 30, 2010, 1:38 pm
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*sam* said:

Oil Jets

These last about 1.5x longer than before
Regular Oil Jet bulk reduced to 25
Heavy Oil Jet bulk reduced to 40


Do these changes affect the reload bulks as well (down to 5 and 8, from 8 and 12, respectively)?
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vet wv community

Posted Apr 30, 2010, 2:33 pm
*Wolfsbane*
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Marketplace says yes :)

I actually suspect that ammo bulk is calculated from weapon bulk rather than stored separately, but I have no strong evidence for that.
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vet wv marshal pvp2 cont

Posted Apr 30, 2010, 2:49 pm Last edited Apr 30, 2010, 2:50 pm by Wolfsbane
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