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Engine v86, Scripts v179, Manual repositioning
*sam*
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This patch adds manual repositioning before the start of a wilderness event. You will find that the enemy is invisible until the event starts, and you are free to move your cars around inside the purple circle by clicking them and rightclicking the terrain.

I will soon make the purple circle's size based on scout skill and possibly the map itself.

This should get rid of the 'bad spawns' problem once and for all. Or at least, it's your own fault from now on, not mine :cyclops:
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Mar 31, 2008, 11:11 pm Last edited Mar 31, 2008, 11:16 pm by *sam*
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Any chance this will lead to another scout skill, which enlarges the purple circle?

Oooh, and speaking of trainable skills, any in the works for handgunners?
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vet deathrceL1 wv

Posted Mar 31, 2008, 11:19 pm
*sam*
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Quote:
Any chance this will lead to another scout skill, which enlarges the purple circle?


I guess, ye. I was thinking that this is what scout skill would do in the first place though.

Quote:
Oooh, and speaking of trainable skills, any in the works for handgunners?


Maybe 'marksman' - giving you a better chance of scoring critical hits on other peds?

I thought of a nice one for driving skill: 'slipstreamer': boosts the effectiveness of slipstreaming
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Mar 31, 2008, 11:23 pm
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Sounds great, now I can stay away from Arc. :)

As for hand gun specializations, I can bump that old thread that people were listing ideas in.
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vet

Posted Apr 1, 2008, 12:03 am
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slipstreaming ?
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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, 12:13 am
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When you have on ghosts and targeting lines you can see the enemie's ghosts while your setting up your cars
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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, 12:22 am
*Diablo Vash*
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Quote:
Quote:
Any chance this will lead to another scout skill, which enlarges the purple circle?


I guess, ye. I was thinking that this is what scout skill would do in the first place though.


What about a skill to see the pirates at the start by a low chance?


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


Perfect skill, if my driver ever starts training again.
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vet raceL1 marshal wv

Posted Apr 1, 2008, 12:58 am
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Do we still get a chance to truce after we move once and see what the enemy force is composed of? Seems like you wouldn't be able to truce without knowing there is someone to truce there...
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vet combat1 ped1 wv cont

Posted Apr 1, 2008, 1:58 am





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Posted Today, 6:16 pm
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I agree.. I would like to be able to see their cars before trucing.. .

I think this is unecessary, but a viewing distance radius based on scouting skill could make the trick and a good compromise.
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vet cont zom slay2013 marshal wv

Posted Apr 1, 2008, 6:03 am
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*SirLatte* said:
I agree.. I would like to be able to see their cars before trucing.. .


Agree! I dont like it that you cant see the other cars that may be 75m in front of you! Does not sound logical to me! When the squads moved into this final position they usually should have seen each other, shouldnt they? What should be the gain for gameplay from this?
To me it might have a sense when being ambushed!
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vet marshal wv

Posted Apr 1, 2008, 6:47 am Last edited Apr 1, 2008, 6:49 am by Zothen
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I want to thanks Sam for the "custom positioning" feature.
As any other thing that give choiches to users, it now will raise a lot of things/requests (as we can see in the previous posts).

As i like so much to place my cars myself, i'll like also to rotate them and set the initial speed: i think that now that the "pre-starting" (positioning) phase is here, it should be feasible..... just guessing, anyway, as usual :)

About the "starting fog-of war":
I'm a bit (really tiny bit) disappointed by not knowing AT ALL what i'm facing.... at least if they are in front or behind me?
I try to reason on it:
Premise: i'm thinking theoretically and to a general behaviour, no matter if one of the two opponents is a player ot a NPC.

Basing on what i've understood right now, when i go scouting/huntingl, i may have these cases:

1) I "win" the scout:
- In all the subcases here, i should know what i'm facing. I won the scout, i prepared myself for the event, i know what is about to happen.
So i think that seeing the enemy cars should be done
  1a) My scout do a great work: i'm able to prepare an ambush. My starting zone should be centered and bigger than the ambushed one.
  1b) I can prepare myself: i should be able to choose if starting chasing the enemies, charging them frontally or being chased by them... after all, i win the scout and i should be able to choose my best strategy.
2) I lost the scout
- In all that subcases i should not known exatly what im about to fight.
  2a) Trivial problem: i'm a bit surprised, but i managed to do something: i should know at least if they are in front of me or at my back
  2b) Ambushed: not really much to do: i have my area to place my vehicles (i always drive in "formation") and no more.

I don't see any serious game umbalance here.... but i may be wrong. Anyway, it seems logical and fair, to me.

A bit of difference should be done for the scout itself:
admitted that the scout is driving his own car, maybe an option to place it alone in some reserved areas is not so strange: his job is to run all around, not to drive in a tight formation....

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vet wv

Posted Apr 1, 2008, 7:44 am Last edited Apr 1, 2008, 7:46 am by Parduz
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Zothen said:
*SirLatte* said:
I agree.. I would like to be able to see their cars before trucing.. .


Agree! I dont like it that you cant see the other cars that may be 75m in front of you! Does not sound logical to me! When the squads moved into this final position they usually should have seen each other, shouldnt they? What should be the gain for gameplay from this?
To me it might have a sense when being ambushed!


Lol 75 meters?  I had one start within my circle on an ambush, about 5 meters in front of my car :p

Plus, I think them bastards target on their prep turn, while we cant :)
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vet deathrceL1 wv

Posted Apr 1, 2008, 7:55 am
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Fantastic news. Thanks Sam
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vet

Posted Apr 1, 2008, 8:36 am





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Posted Today, 6:16 pm
*sam*
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I don't have much time today, and obviously there's some stuff that should be modified in this 'user placement' thing. One thing a few of you have mentioned however is re-orienting cars, and I specifically haven't allowed that because (although you are admittedly very close to them) the basic premise is that you have just become aware of the enemy force when the event starts, therefore you are setting a 'travel formation for this terrain' rather than a 'combat formation for an imminent battle'. This is the same reason I have the enemy cars hidden at the start.
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Posted Apr 1, 2008, 11:31 am
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*sam* said:
... I specifically haven't allowed that because (although you are admittedly very close to them) the basic premise is that you have just become aware of the enemy force ....

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.
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vet wv

Posted Apr 1, 2008, 12:11 pm
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I would prefer to have a travel formation above all else really

the truce stuff is rare and fairly uncoomon

I would also suggest that the higher scout skills get a direction for teh enemy and maybe a distance a'la fog of war but not much else maybe anapprox CR of enemy ?

COCO
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vet wv

Posted Apr 1, 2008, 12:16 pm





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Posted Today, 6:16 pm
*sam*
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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.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 1, 2008, 3:15 pm
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