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Engine v82 Scripts v173, a lucky bag of stuff
*sam*
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* You can now fire dropped weapons from your own car?s context menu, once it has a gunner assigned
* Got rid of ammo problem (it looked like you used 2 magazines) when reloading before an event starts
* NPCs will now use ballistic weapons.
* New NPC vehicles added:
Mutant Runner  - a trader escort
Macho Van - deathracer
Trade Runner  - a trader escort
* A car will now not surrender if it is close to a safety zone (<100m)
* The number of characters your gang can have is now based on leadership, and ranges from 30 (for a gang with a 0 skill leader) to over 50 (for a gang with leadership 500+)
* New specialisms:
  - Combat Psychologist (First Aid and Leadership both offer this) - reduces the stress of all occupants in the vehicle;
  - Recruiter - increases chances of recruiting gang members with above-average skills/stats (Leadership);
  - Motivator - gives a slight training bonus to all characters in the same town as the leader when training hits (Leadership). Note that it takes 100 points of leadership for each specialist skill, unlike 50 with the other skills
* Radiation sickness and other effects of the solar wind getting thru our damaged atmosphere are now in effect (which you will have to find out for yourselves? but I can tell you the aurora has something to do with it)

Finally, Parapsycho says ?I've reconfigured my bus to take out on scouts. I put 8 rocket launchers on it but I seem to only be able to assign 6 gunners. Also, I can only assign the first 6 in the bus. The other characters don't appear on the gunner list? ? has anyone else tried more than 6 characters? I can?t see any bug and it seems to work fine for me?
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 6, 2008, 11:45 pm Last edited Feb 6, 2008, 11:47 pm by *sam*
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*sam* said:
* You can now fire dropped weapons from your own car?s context menu, once it has a gunner assigned


Woot! =^_^=
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vet deathrceL1 wv cont

Posted Feb 6, 2008, 11:51 pm
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Most of it looks great, but a few concerns:

1) Is leadership now trainable? If its not, it'll be difficult to get specialisms for it. How does leadership increase?

2) I can't say I'm thrilled with the reduction to 30 for a zero skilled leader. If my leader gets hosed, I have 40 people, what happens? My current leader has about 60 or so leadership skill, I believe. If the intent is to force people to cut back on operations, then it would probably do that. With 30 people and Firelight added, and then the other cities coming up, It would be very tough to run a larger trade operation.

As for the rest, looks great. :) Love the new specializations, and looking forward to the radiation aspect being expanded upon. Where are the psi's?! ;)
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vet

Posted Feb 6, 2008, 11:59 pm
*sam*
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Quote:
1) Is leadership now trainable? If its not, it'll be difficult to get specialisms for it. How does leadership increase?


The leader of each gang in a successful combat gets an increase. It actually goes up faster than most skills, if you are fairly active in the wilderness.

Quote:
2) I can't say I'm thrilled with the reduction to 30 for a zero skilled leader.


Nobody has a zero-skilled leader, of course. My own is 89 skill and that gives me 39 characters max.

Quote:
If my leader gets hosed, I have 40 people, what happens?


Nothing. But you will have to lose a few more before you can recruit another (depending on your new leader).

Quote:
My current leader has about 60 or so leadership skill, I believe. If the intent is to force people to cut back on operations, then it would probably do that. With 30 people and Firelight added, and then the other cities coming up, It would be very tough to run a larger trade operation.


I think most active wilderness players have a leader well above that. Most active gangs should net an increase, not a reduction.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 7, 2008, 12:07 am
Nekojin
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Jansan said:
Most of it looks great, but a few concerns:

1) Is leadership now trainable? If its not, it'll be difficult to get specialisms for it. How does leadership increase?

Leadership is trainable, and has been. To get a Leadership increase, your character has to be the Leader of the entire Scout (highest total Leadership + Bravery). So yes, it's hard to train.

Edit: Whoops, wait a minute.
*sam* said:
The leader of each gang in a successful combat gets an increase. It actually goes up faster than most skills, if you are fairly active in the wilderness.


So if there's 5 players in a successful Scout, and all 5 have one character in the scout, then all 5 of those characters would get Leadership skills? Or the Leaders of those 5 gangs, whether they were involved in the combat or not?
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vet deathrceL1 wv cont

Posted Feb 7, 2008, 12:11 am Last edited Feb 7, 2008, 12:29 am by The Gamesman
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*sam* said:
- Recruiter - increases chances of recruiting gang members with above-average skills/stats (Leadership);


Does it also increase the chance of recruiting talented members?
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Feb 7, 2008, 12:33 am
Jansan
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I mispoke, I meant trainable in the sense of using a facility. Like taking managing classes. If it just goes up from field training because it's special, then that makes sense. I obviously don't know the math behind it.

I have been inactive for awhile, does leadership regress? I can't remember what my boss's leadership was. Either way, I'll have to keep her out on the field then and manage towards 30, since I constantly get wasted.

Either way, thanks for explaining it, Sam.
:)
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vet

Posted Feb 7, 2008, 12:38 am
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Cool additions.

I'd rather not see leadership trained in a facility. Warriors earn respect by vanquishing enemies, not book-learnin'.
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vet combat1 ped1 wv cont

Posted Feb 7, 2008, 12:56 am
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a 20 person variance is too much, IMO, one of the best parts of the game is balance, and now, older gangs will not only have better cars, guns and money, but nearly twice the size of gangs...
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vet deathrceL1 wv

Posted Feb 7, 2008, 1:08 am
*DoubleTap*
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*sam* said:

* NPCs will now use ballistic weapons.



Sounds like it might be time for me to upgrade my bottom armor.
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vet marshal wv

Posted Feb 7, 2008, 1:52 am





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Posted Today, 3:45 pm
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I work like hell to keep my chars healthy I make runs to elmsfield to get the seriously wounded good medical care. I rotate facing to keep good armor to the opponents, when i got back from my last run every single character was radiation sick, some up to 57 percent? Now i understand how online games work, the longer we play, the more we pay but if i am forced to sit out 3 out of four days while our characters heal from going to buy groceries.... In a realistic world no one would be alive in these conditions. I saw no aurora, my guns worked fine but my people are dying. Sam, what is going on, there is no info on how to heal this or how to avoid it.
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vet

Posted Feb 7, 2008, 4:50 am
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I'm sure that if Sam had put more information on all this new radiation stuff and how to avoid it then people would be a lot happier about it.

There needs to be a way to avoid it, anything that can cause this much mayhem can't be unavoidable or it'd make the playerbase very unhappy.
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vet wv paintladder ww0,3,0

Posted Feb 7, 2008, 4:59 am
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we could all become bubble boys walking around in our big bubble bags to keep from getting sick
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vet paintball wv1,0,1

Posted Feb 7, 2008, 7:07 am
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Minor point on the Trader Runner - I ran into one today and Run is exactly what it did do. Behaviour was more like a trader pickup than an escort, and it disappeared into the distance abandoning the van it was supposed to be guarding...
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vet wv

Posted Feb 7, 2008, 7:11 am
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hehe one tried that with me too but i chased it down and killed it
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Posted Feb 7, 2008, 8:57 am
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Quote:
What I dont like is being affected by something I cant see or have any control over.

That's exactly what radiations are not, visible and controlled.  :rolleyes:

This was a long planned feature.
Effects are probably too strong. If I do remember well, the level of radiations outside should be announced in taverns, marketplace or The Gazette and this is obviously missing.

This is the first time the community is negatively welcoming a feature; don't worry, there will be changes in less than 48 hours.
Just give us some time. We have a day job too! :)
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vet cont zom slay2013 marshal wv

Posted Feb 7, 2008, 12:24 pm Last edited Feb 7, 2008, 12:24 pm by *viKKing*
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i LIKE IT!

I want a cruel and dark world to fight against !
I think the cost of surrendering is a long walk home in a hazardous environment

Activity is a good measure of health - it will keep us wise to the general decay of our gangs.
I like this alot - folks who dont want drugs can exclude the junkies but no one stops the Sun.

COCO
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vet wv

Posted Feb 7, 2008, 1:15 pm
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Just curious.

Why do weapons jam because of radiation? Seems like an odd effect to have.

Also - are NPC weapons subject to jamming in the same way? A lot of the scuttlebut seems to indicate that they aren't which seems a little - unfair.

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vet

Posted Feb 7, 2008, 1:18 pm
*sam*
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Quote:
What I dont like is being affected by something I cant see or have any control over.


You can predict it by learning to read the aurora. I was hoping people would figure that out for themselves, but I guess the effect has been a bit strong. I'll tone it down.

Quote:
Why do weapons jam because of radiation? Seems like an odd effect to have.


Electronics systems are failing, so weapons that use electronics fail (maybe the word 'jam' was causing confusion).

Quote:
are NPC weapons subject to jamming in the same way


yes



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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 7, 2008, 1:24 pm
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