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<docs>http://dark-wind.com/mantis/</docs>
<description>Mantis - ISSUES</description>
<link>http://dark-wind.com/mantis/</link>
<title>Mantis - ISSUES</title>
<image>
<title>Mantis - ISSUES</title>
<url>http://dark-wind.com/mantis/images/mantis_logo_button.gif</url>
<link>http://dark-wind.com/mantis/</link>
<description>Mantis - ISSUES</description>
</image>
<category>All Projects</category>
<ttl>10</ttl>
<sy:updatePeriod>hourly</sy:updatePeriod>
<sy:updateFrequency>1</sy:updateFrequency>
<sy:updateBase>2010-09-09T07:13:12+01:00</sy:updateBase>
<item>
<title>0000203: Ganger gets respect, Nickname change</title>
<link>http://dark-wind.com/mantis/view.php?id=203</link>
<description>Bob just got a little better with his gun skill, so we don't call him 'noob' anymore, we call him 'Notsonoob'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every 100 skill points theres an option to change the nickname</description>
<guid>http://dark-wind.com/mantis/view.php?id=203</guid>
<author>*Grograt* &lt;*Grograt*@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=203#bugnotes</comments>
</item>
<item>
<title>0000202: Review Bulk/Weight/CR for Rockets and Rocket Racks</title>
<link>http://dark-wind.com/mantis/view.php?id=202</link>
<description>Please review (with or without the RC) the various bulk, weight, and CR values for the rocket and rocket rack weapons.&lt;br /&gt;
&lt;br /&gt;
Linked thread has numeric breakdown, and suggested solution, or at least a starting point for a solution.</description>
<guid>http://dark-wind.com/mantis/view.php?id=202</guid>
<author>Marrkos &lt;Marrkos@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=202#bugnotes</comments>
</item>
<item>
<title>0000201: 'Show Specs in Vehicle Detail Sheets' option doesn't 'stick'</title>
<link>http://dark-wind.com/mantis/view.php?id=201</link>
<description>The 'Show Character Specs' option resets itself to 'On' when the website session variable that controls the display of the Vehicles page is reset.  This resetting does NOT check/uncheck the option's checkbox on the Settings page; it is only an internal reset.</description>
<guid>http://dark-wind.com/mantis/view.php?id=201</guid>
<author>Marrkos &lt;Marrkos@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=201#bugnotes</comments>
</item>
<item>
<title>0000110: Tow trucks/towing capability</title>
<link>http://dark-wind.com/mantis/view.php?id=110</link>
<description>The addition of tow trucks, or the ability to tow/carry disabled (or nearly disabled?) vehicles back to town.&lt;br /&gt;
&lt;br /&gt;
Specific implementation is open.  Could be actual tow trucks, although that opens up articulation issues.&lt;br /&gt;
&lt;br /&gt;
Another possibility is flat-bed haulers, or being able to load vehicles into Lorries or Box Vans (within bulk limits, of course).</description>
<guid>http://dark-wind.com/mantis/view.php?id=110</guid>
<author>Marrkos &lt;Marrkos@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=110#bugnotes</comments>
</item>
<item>
<title>0000200: Character fame and associated bonuses</title>
<link>http://dark-wind.com/mantis/view.php?id=200</link>
<description>Individual gang members attaining fame, with associated bonuses, being discussed in associated thread</description>
<guid>http://dark-wind.com/mantis/view.php?id=200</guid>
<author>*Grograt* &lt;*Grograt*@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=200#bugnotes</comments>
</item>
<item>
<title>0000196: Auto config for crew</title>
<link>http://dark-wind.com/mantis/view.php?id=196</link>
<description>Ability to save crew set up per vehicle that will reload gangers after return.</description>
<guid>http://dark-wind.com/mantis/view.php?id=196</guid>
<author>*Grograt* &lt;*Grograt*@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=196#bugnotes</comments>
</item>
<item>
<title>0000198: Allow camp managers factory visibility</title>
<link>http://dark-wind.com/mantis/view.php?id=198</link>
<description>Would be helpful if camp managers could see what is being produced, and make changes.</description>
<guid>http://dark-wind.com/mantis/view.php?id=198</guid>
<author>Marrkos &lt;Marrkos@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=198#bugnotes</comments>
</item>
<item>
<title>0000199: Allow camp managers access to produced items for distribution</title>
<link>http://dark-wind.com/mantis/view.php?id=199</link>
<description>Giving camp managers access to produced items would allow them to distribute items when the owner is away.</description>
<guid>http://dark-wind.com/mantis/view.php?id=199</guid>
<author>Marrkos &lt;Marrkos@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=199#bugnotes</comments>
</item>
<item>
<title>0000040: Ganger addictions</title>
<link>http://dark-wind.com/mantis/view.php?id=40</link>
<description>Ninesticks:&lt;br /&gt;
&lt;br /&gt;
I think it would helpful if there was a visual cue on the Characters page (colour, star etc) that shows which gangers have addictions.</description>
<guid>http://dark-wind.com/mantis/view.php?id=40</guid>
<author>*Grograt* &lt;*Grograt*@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=40#bugnotes</comments>
</item>
<item>
<title>0000082: Create Manager-level camp membership</title>
<link>http://dark-wind.com/mantis/view.php?id=82</link>
<description>The player designated as the Camp Manager by the Camp Owner would be a Full Member with the following additional features:&lt;br /&gt;
&lt;br /&gt;
1. Ability to see what is being produced including current percentage of completion AND the current list of what CAN be produced.&lt;br /&gt;
&lt;br /&gt;
2. Ability to remove items from Owner's stock so the Manager can handle placing those items in the camp Market or move them to town.  Alternatively, create a 'Management Stock' where produced items are placed, so both Owner and Manager have free access.&lt;br /&gt;
&lt;br /&gt;
3. Ability to accept, reject or remove any member (except the owner) from the membership list.</description>
<guid>http://dark-wind.com/mantis/view.php?id=82</guid>
<author>Marrkos &lt;Marrkos@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=82#bugnotes</comments>
</item>
<item>
<title>0000006: Viewable Character History</title>
<link>http://dark-wind.com/mantis/view.php?id=6</link>
<description>It would be cool to be able to see a character's history, similar to a player's history in Hattrick.&lt;br /&gt;
&lt;br /&gt;
Stuff like:&lt;br /&gt;
 * Origination date (first recruited)&lt;br /&gt;
 * Date nicknamed&lt;br /&gt;
 * Dates when granted specialisms&lt;br /&gt;
 * Dates when left any gangs&lt;br /&gt;
 * Dates when injured or scarred&lt;br /&gt;
&lt;br /&gt;
Original thought was that dates would be Game Dates but those only go into Month and Year, so that might not be enough granularity if a character has a lot of activity.</description>
<guid>http://dark-wind.com/mantis/view.php?id=6</guid>
<author>Marrkos &lt;Marrkos@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=6#bugnotes</comments>
</item>
<item>
<title>0000168: More dramatic explosions</title>
<link>http://dark-wind.com/mantis/view.php?id=168</link>
<description>More dramatic/obvious explosions would be a spectacular addition.&lt;br /&gt;
&lt;br /&gt;
Most recent discussion linked in Additional Information.</description>
<guid>http://dark-wind.com/mantis/view.php?id=168</guid>
<author>Marrkos &lt;Marrkos@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=168#bugnotes</comments>
</item>
<item>
<title>0000105: Let enemy escape</title>
<link>http://dark-wind.com/mantis/view.php?id=105</link>
<description>Sometimes in scouts, there is just one enemy bugger left in a fast car, and he runs away and camps on some obscure mountain top, making it difficult to catch him. At the same time, everyone's already exhausted their ammo, and it's incredibly tedious to have to red everyone there. However, it is also almost impossible to catch up with the enemy. This drags the game on unnecessarily long. Thus this suggestion is to allow an option whereby if *all* units want to escape, then the human players' gang leader has the option of letting them escape.</description>
<guid>http://dark-wind.com/mantis/view.php?id=105</guid>
<author>Karz Master &lt;Karz Master@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=105#bugnotes</comments>
</item>
<item>
<title>0000197: Cadrona collision mesh is too big</title>
<link>http://dark-wind.com/mantis/view.php?id=197</link>
<description>It appears the Cadrona's collision mesh extends too far out around the model (at least at the front) resulting in unintended collisions with the ground.</description>
<guid>http://dark-wind.com/mantis/view.php?id=197</guid>
<author>Marrkos &lt;Marrkos@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=197#bugnotes</comments>
</item>
<item>
<title>0000134: Looting Phase Upgrades for Solo and Multi member scouts</title>
<link>http://dark-wind.com/mantis/view.php?id=134</link>
<description>Once all players have no warnings and there are no more cars in loot players can choose to enter &quot;Divvy&quot; mode. On their turn the server puts whatever fits into the next clear cargo spot. You can untoggle Divvy mode to reload or other actions, but I would think most of that would be done before players went Divvy.&lt;br /&gt;
&lt;br /&gt;
Once everyone is in Divvy the Server could place everything it could, randomly, it would return players to normal, in case they wanted to make room for the debris.&lt;br /&gt;
&lt;br /&gt;
Ability on solo events to have the wait function disabled</description>
<guid>http://dark-wind.com/mantis/view.php?id=134</guid>
<author>*Grograt* &lt;*Grograt*@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=134#bugnotes</comments>
</item>
<item>
<title>0000195: The Enemy Appears to Have</title>
<link>http://dark-wind.com/mantis/view.php?id=195</link>
<description>I would suggest that this is actually has a chance of being inaccurate. How much by should vary according to the scout roll. So in an ambush situation the number/type of vehicles should be quite a bit out. Also opens up the possibility of a new scout spec that would help with the accuracy of the report.</description>
<guid>http://dark-wind.com/mantis/view.php?id=195</guid>
<author>*Grograt* &lt;*Grograt*@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=195#bugnotes</comments>
</item>
<item>
<title>0000194: Truce button requires confirmation request</title>
<link>http://dark-wind.com/mantis/view.php?id=194</link>
<description>can we please make the truce offer box pop up somewhere other than the middle of the screen.&lt;br /&gt;
&lt;br /&gt;
Or have at least a confirmation of truce pop when yes is clicked.&lt;br /&gt;
&lt;br /&gt;
Placement of box at present is causing mis clicked problems.</description>
<guid>http://dark-wind.com/mantis/view.php?id=194</guid>
<author>*Grograt* &lt;*Grograt*@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=194#bugnotes</comments>
</item>
<item>
<title>0000188: Check Button For Addictions</title>
<link>http://dark-wind.com/mantis/view.php?id=188</link>
<description>Same as the specialism check button, showing addicted gangers</description>
<guid>http://dark-wind.com/mantis/view.php?id=188</guid>
<author>*Grograt* &lt;*Grograt*@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=188#bugnotes</comments>
</item>
<item>
<title>0000193: Ability to Ped scout against critters</title>
<link>http://dark-wind.com/mantis/view.php?id=193</link>
<description>allow the formation of ped squads to scout out against critters.&lt;br /&gt;
&lt;br /&gt;
Sams Quoit:&lt;br /&gt;
&lt;br /&gt;
Some kind of fog of war would work well in these scenarios.. the idea of 'into the ruins' ped events was mentioned before. If you were navigating thru a reasonably complex set of ruined buildings etc. then creatures could be positioned anywhere on the map but you'd only see them, and they'd only see you and start to move, when you got LOS.</description>
<guid>http://dark-wind.com/mantis/view.php?id=193</guid>
<author>*Grograt* &lt;*Grograt*@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=193#bugnotes</comments>
</item>
<item>
<title>0000062: Rewind</title>
<link>http://dark-wind.com/mantis/view.php?id=62</link>
<description>Requesting for a rewind feature in events, to play back the previous turn. Anyone who plays Darkwind long enough should know momentum is very important. The only way one can deduce the amount of momentum is by watching the cars in action. On single-vehicle events, this isn't a big problem, but in multiple vehicle events, especially when vehicles are separated far away, it becomes difficult to monitor both vehicles at one time.&lt;br /&gt;
&lt;br /&gt;
A Rewind feature to playback the last turn will help players plan their next move more accurately.</description>
<guid>http://dark-wind.com/mantis/view.php?id=62</guid>
<author>Karz Master &lt;Karz Master@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=62#bugnotes</comments>
</item>
<item>
<title>0000192: Smoke Screen Deployment</title>
<link>http://dark-wind.com/mantis/view.php?id=192</link>
<description>The way smokescreens currently work (firing a small puff of smoke every turn) means they're only any use against enemies who are slower than the person firing the smokescreen. Assuming it's difficult to have them work &quot;properly&quot; (deploy smoke constantly as the vehicle moves), wouldn't it be more realistic to have the smokescreen always fire at the start of the firing phase, before other weapons? At least that way they'd have some chance of working when used by a slow character (as all mine seem to be).</description>
<guid>http://dark-wind.com/mantis/view.php?id=192</guid>
<author>*Grograt* &lt;*Grograt*@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=192#bugnotes</comments>
</item>
<item>
<title>0000191: Corghette Ghost Bug Issue</title>
<link>http://dark-wind.com/mantis/view.php?id=191</link>
<description>Actually this is a newer version of the bug and it's far worse than the current.&lt;br /&gt;
&lt;br /&gt;
I've just confirmed it by doing some testing using my best driver Tim.&lt;br /&gt;
&lt;br /&gt;
The ghost lies so bad that even with all 4 tyres touching the ground at low speeds of 20mph the ghost has the car going backwards, upside down or up in the air 50 feet above you.&lt;br /&gt;
&lt;br /&gt;
Sam, I did a lot of track runs with the Corghette yesterday and the ghost was fine for the most part, but tonight the ghost is all over the place even when you are barely moving.&lt;br /&gt;
&lt;br /&gt;
Also, I noticed the corghette can understeer quite a bit and the backend slides out a lot at speeds above 100mph. Is the handling for the Corghette at speeds above 100mph supposed to be worse than an Osprey or Vampire?</description>
<guid>http://dark-wind.com/mantis/view.php?id=191</guid>
<author>*Grograt* &lt;*Grograt*@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=191#bugnotes</comments>
</item>
<item>
<title>0000176: Players hacked billions of credits</title>
<link>http://dark-wind.com/mantis/view.php?id=176</link>
<description>Pirate npc gang bounties and the economy is about to be wrecked because of the actions of a few players: &lt;br /&gt;
&lt;br /&gt;
*Burden* reports:&lt;br /&gt;
&lt;br /&gt;
What I'm talking about is doing a custom event, setting the prize fund as high as you want and making the prize go to the last place winner only, and using the NPC's presence as a way to bolster your money. &lt;br /&gt;
Here is everyone who we've discovered using it SO FAR... We dont need to catch you red-handed to know you've used this exploit. &lt;br /&gt;
&lt;br /&gt;
Xenophage &lt;br /&gt;
Grimm Sykes&lt;br /&gt;
LoneSloanDelirious &lt;br /&gt;
Damon_Angel &lt;br /&gt;
upgrayed</description>
<guid>http://dark-wind.com/mantis/view.php?id=176</guid>
<author>metrocube &lt;metrocube@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=176#bugnotes</comments>
</item>
<item>
<title>0000190: Npc Resigning before firing phase finishes.</title>
<link>http://dark-wind.com/mantis/view.php?id=190</link>
<description>Resignations probably shouldn't take effect until after the firing phase is complete. at present the can resign on first hit or start of firing phase, causing rep loss.</description>
<guid>http://dark-wind.com/mantis/view.php?id=190</guid>
<author>*Grograt* &lt;*Grograt*@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=190#bugnotes</comments>
</item>
<item>
<title>0000189: Corghette damage allocation Bug</title>
<link>http://dark-wind.com/mantis/view.php?id=189</link>
<description>Reported by Rezeak&lt;br /&gt;
&lt;br /&gt;
All shots damage the bottom armour, no matter which side the actual bullet hits,</description>
<guid>http://dark-wind.com/mantis/view.php?id=189</guid>
<author>*Grograt* &lt;*Grograt*@example.com&gt;</author>
<comments>http://dark-wind.com/mantis/view.php?id=189#bugnotes</comments>
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