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Bz2 lifework/deeper meanings?

Started by Risa, March 02, 2004, 02:31:58 PM

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Quote from: TimeVirusI know this will come as a shock to some but there *really *is no such thing as biometal.

:shock:  
:o
:s
:-(

-Av-

RubiconAlpha

TV hit the nail on the head. If "defenses" were hover proof and less "wobbleable" the point would be mute.

Or give me some AA guns for base defense!

I may add that to my first mod. Something like the ones used in "The Wall" map.

DarkFox

Excellent post TV, I'm a little dissapointed that 1.3 turrets seem so weak now. What exactly changed? I remember the day in the private beta where they'd fire right up above themselves...

MowerMan

Actually I rarely hovered at all (even though I was one of the first guys doing it).  I was always way more effective on the ground.  I agree 100% with TimeVirus (as usual).  It was just fun to do once in a while for escape, or just to get to a high point of terrain or to just goof around.  If anyone sets some rules to a game and I chose to play in it, I would always abide by the set rules.

Av I'm sure the reverse and strafe are thrust based of some kind, and only the boyancy/hover is a field effect, whether it shows a flame for it or not (some VTOL craft just redirect the forward thrust).  Even in imaginary physics, it's difficult to come up with a directional field that would play off of nothing, or gaseous molecules (Newton's third law of course).

SilverB1rd

if we are changing scout physics might as well change turret angles not that hard with the other odf tweaks going on now.

Avatar

Two cautions:

1. Don't go nuts with changes without testing testing testing.  Did I mention they should be tested?  Thoroughly?  Try to work that in between testing sessions...   ;)

2. Any changes that are to go into 1.3 MUST be accepted by ALL players.  That usually means placing them in the Recy variants rather than expecting to see stock ODF's tweaked.


So, it would be nice in the end to see three or four Recy variants selectable depending on skill level of the players.  Things should range from the 'easy' Recy emphasizing simplicity and Defense to the 'Veteran' Recy emphasizing individual skill and unit complexity.  

In the end it's up to GSH and Ken as to what goes in the 'official' 1.3 patch.  The more thoroughly it's all tested, the more efficiently it's laid out, and the less bu!! that accompanies it the better the chance that it'll all go smoothly and become part of the final patch.  Anything too offbeat can wait and be the subject of future mods...

-Av-

BZ FeebleEffort

I love when Mower starts spoutin' off that engeineering Physics stuff...I just stand back and say...man..theres some deep ship I musta slipt though in the '70s.

Now I know whey I can never win at rock-paper-scissors with him...

I also agree with TV that I'd say at LEAST 50% of MP vet games specifically call for "No Hover Base Area"...But that is the 'evolved too" lelvel many players accept and enjoy,,,Again...most of us have evolved to the "hovering as a part of the game....NOT THE ONLY Game" Level..The direction being approached By Aegis and others to make a "Vet Recycler Option" is a very reasonable approach to satisfy all players of the game.

Reminder, much of the elelemts about weapon effectiveness were NOT throughly tested in the closed beta, now IS the time to find out what all those changes to code, AI etc have resulted in...feedback, reasoned game experienced opinions and Concise comments are needed.

Mower..we gotta get togather old Man...Beers on me..

MowerMan

Indeed BZ_FE...  indeed!  It's been too long!

Aegeis

I changed the turret angles already for the new recycler.

technoid

You mean vertical aim?  I recall requesting vertical aim on turrets back on Pandi and someone said they did for 1.3.  That was 2 years ago.  When I got signed on for 1.3 late last year I noticed turrets didn't have the aim straight up (or within a few degrees of vertical).  Was this something that happened and then got changed back and now we're going back to vertical??

PhoeniX-FlamE


Risa

k a few things

-arent we a lil of topic?  :P
-turrets are slow to lock on, easy to defeat, if you fall down (rainbow hover) it won't hit you at all, if you're right above it it wont hit you at all, if you 'sit' on it it will hit you but not enough
-GTs are wobbleable, and also a bit slow to lock on (FE GTs are mich bettter)
-spires own
-scion ships own (specially the ones we tested with the experimental rec)
-ai is cool now, but turrets/GTs are on ai lvl 3 still easy to kill

But I dont even wanna talk about hovering, cause thats not the 'core of the case'... Point is, who is this game made for? Gamers probably! And, if gamers would like to have something, wich (with the experimental rec) can be turned on/off by server, whats the big deal? Its about the gaming, it's not supposed to bring a message to the outer world, so it doesn't have to be perfect (thats my opinion)

I mean if you dotn want to hover, use a default 1.3 rec, if you do, use the new one, its all about the gamers, don't think many people will come into this game, its too old for that, so I would try to keep the current group in (or am I missing something here?)

But maybe some people would just want a certain group of gamers to find another game or something? It doesnt have to be 'my way or the highway'!

SilverB1rd

The same people who are arguing for hover are the same people who whinned and B#@!@ about non wobbleable GTs and turrets. Thats right folks we had GTs and Turrets That could not be wobble killed by a scout but no that takes away another lame @$$ tactic that some "vets" just cant win without. Dont blam the devs for this one! It was fixed before and got broken again just for the vets. Happy now?

appel

Hm...I do believe the majority of the players have always wanted non-wobbable GT's and some improvement on the turrets. At least that's what I think.

SilverB1rd

I did not say a majority asked for but they posted for days and weeks about how they would not play the patch if they could not wobble a gt. I know it sounds stupid but it happend.