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AI Pathfinding improvements
FireFly
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*sam* said:
semi-randomised NPC builds were also suggested before.. would this be of general interest? so you weren't quite sure what weaps/armour they had
Oh yeah, you could make it for most general chassis really...

It almost feels like cheating when we can go "Oh, it's a masher no worry" and then look at the second one and go "Oh ####, bomber, all aim for that one!"

On the other hand, some way to identify rares is also nice, rather tell a war-dance and a cutlass apart before I blow em up  :rolleyes:
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Posted Jun 17, 2011, 6:47 pm Last edited Jun 17, 2011, 6:49 pm by FireFly
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Would be cool, maybe have some of both? It's cool to gain "intel" as you play on what is what, and how to handle it. completely random all the time would negate some of that.
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Posted Jun 17, 2011, 6:59 pm
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new scout skill ' spotter ' gives some indication of weapons mounted ?
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Posted Jun 17, 2011, 7:01 pm
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Definately would add some spice to a scout.
As weapons specific to a car are fired or close range is reached - under 50m? - the full car name can be revealed.
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Posted Jun 17, 2011, 11:01 pm
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Firefly can see the fog of war slowly creeping into darkwind...
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Posted Jun 17, 2011, 11:10 pm
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Quote:
Definately would add some spice to a scout.
As weapons specific to a car are fired or close range is reached - under 50m? - the full car name can be revealed.


The better your scout skill, the further  away you can  see what they are/have...
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vet wv

Posted Jun 17, 2011, 11:32 pm Last edited Jun 18, 2011, 7:40 pm by Heywood Jablome
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Heywood Jablome said:
Quote:
Definately would add some spice to a scout.
As weapons specific to a car are fired or close range is reached - under 50m? - the full car name can be revealed.


The better your scout skill, the further  away you can what they are/have...


If we do this +1

A great scout should know everything the enemy has, a bad scout would be clueless until they open fire.  This would make scouting much more important.
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Posted Jun 18, 2011, 12:25 am
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new scout skill, I like that.

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Posted Jun 18, 2011, 2:47 am
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Inaccurate or more generalised pre-event opposition report would be a nice step forward :-)
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Posted Jun 18, 2011, 5:21 am
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some sedans, some trucks, that sort of thing?

You see alrge bloom of dust, could be 10+ vehicles i there

You see a small bloom of dust, less cars

You see a bloom of dust with a second one to the side, chance of ambush

A scattering of dust, is that the wind? chance of ambush
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Posted Jun 18, 2011, 6:05 am Last edited Jun 18, 2011, 6:08 am by Bastille
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How geeky and academic do you want it?  :rolleyes:

Pdf here..
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Posted Jun 18, 2011, 10:49 pm
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Quote:
On a different matter, I'd like to see the occasional 'Q-ship' trader convoy - a convoy that looks like  a trader squad from a distance but get up close and that Trader Lorry turns out to be a Gunship, and that Trader Van a Texas Strongarm...  You think the Ironmongers would learn.



While on paper this may sound like a good idea, when applied could be abused if applied to traders.

If you’ve hunted traders for a while, you know what I’m talking about.

Plus you would not see this north of BL since farming traders is the normal pastime up north and I doubt you’d see southern traders or texans popping up on low famed traders. I’ve only seen 2 southern traders in my time on a high famed trader gang.


What would be better is for Sam to apply the second wave code to the traders as well. But instead of having the second wave spawn near you, have the second wave spawn near the escaping traders to bock/intercept the chasers. Players like to send one car to chase traders and you’d think traders would learn players do this a lot so the traders would counter with a hidden “wave” of protectors to deal with any chasers.
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Posted Jun 18, 2011, 11:35 pm Last edited Jun 18, 2011, 11:36 pm by Lord Foul
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*sam* said:
How geeky and academic do you want it?  :rolleyes:

Pdf here..

Thanks for sharing this with us, Sam.  You may be amused and/or satisfied to learn that I am now thoroughly embarrassed by my previous "contribution" to the pathfinding discussion.
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Posted Jun 19, 2011, 2:48 am
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Juris said:

If we do this +1

A great scout should know everything the enemy has, a bad scout would be clueless until they open fire.  This would make scouting much more important.

I would also enjoy to have the possibility to read value from foes armors related to scout level.
I think such pieces of info are killing a bit the game and don't like it, but would be very favorable to get a "roleplay" reason to show them.
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Posted Jun 19, 2011, 7:49 pm
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viKKing said:
Juris said:

If we do this +1

A great scout should know everything the enemy has, a bad scout would be clueless until they open fire.  This would make scouting much more important.

I would also enjoy to have the possibility to read value from foes armors related to scout level.
I think such pieces of info are killing a bit the game and don't like it, but would be very favorable to get a "roleplay" reason to show them.


Agreed! Suggested this a few years back, and would enjoy it as much today as back then ;)
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Posted Jun 21, 2011, 12:45 am
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I did remove the ability to see enemy armour values altogether, a couple of years ago, and there was massive outcry so I had to reinstate it
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Posted Jun 21, 2011, 8:08 am
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*sam* said:
I did remove the ability to see enemy armour values altogether, a couple of years ago, and there was massive outcry so I had to reinstate it


who did the massive outcry come from? I liked it
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Posted Jun 21, 2011, 8:12 am
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goat starer said:
*sam* said:
I did remove the ability to see enemy armour values altogether, a couple of years ago, and there was massive outcry so I had to reinstate it


who did the massive outcry come from? I liked it
That does make a lot of sense really, how about this, simple show something representing...

Intact
Damaged
Heavily Damaged
Breached

It makes a lot of sense to, I cant visually gauge how much more damage a car might take to the number of shots, but I certainly could see, even from a bit away if the armor is undamaged, riddled a bit with bullets, heavily near blown to bits or destroyed altogether  :)
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Posted Jun 21, 2011, 8:54 am Last edited Jun 21, 2011, 8:54 am by FireFly
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This would need to be an ' Option' or yet again you are making this harder for newer players
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Posted Jun 21, 2011, 9:07 am
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*Grograt* said:
This would need to be an ' Option' or yet again you are making this harder for newer players
It wouldn't make it harder for new players if they didn't know we used to be able to see exact numbers.

It wouldn't really change anything aside from the "Aim for the side with 5 points left" to "Aim for the heavily damaged side".

If your point was that people have to be able to calculate Ammo vs Enemy armor then well, teach people to bring more ammo instead of trying to win on the last bullet.

It would actually hurt vets who play with tankguns more, as an example when I'm trying to "Deter" a cutlass by tapping it once with a tank-gun I have to know that it has 15+ armor left to withstand the shell, under this new system it would simply say damaged leaving me to not shooting or maybe blowing that laser up.


Also, nice paper sam, was interesting to read  :)
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Posted Jun 21, 2011, 9:12 am Last edited Jun 21, 2011, 9:14 am by FireFly
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