Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta Archive => Topic started by: Jwk the Hemp Monkey on June 01, 2005, 08:36:11 PM

Title: (Medium) Scavenger Physics 'bug'
Post by: Jwk the Hemp Monkey on June 01, 2005, 08:36:11 PM
Is it just me or is it a lot harder to push scavs around in 1.3 than it is in 1.2.

Because pushing scavs around can have such a massive affect on some maps, esp those with water, should the scavs odf files be fiddeled around with so that they at least emulate the ease of pushing them around in 1.2?
Title: (Medium) Scavenger Physics 'bug'
Post by: Spawn on June 01, 2005, 08:44:19 PM
they are cause 1.3 respects mass or something
Title: (Medium) Scavenger Physics 'bug'
Post by: APCs r evil on June 01, 2005, 08:47:17 PM
I like it the way it is, it makes you do a little work for your kill. :)

And it IS perfectly possible to push them, you just need to get full speed and try to push them either forward or backward, sideways doesn't work too well.
Title: Re: (Medium) Scavenger Physics 'bug'
Post by: Bull Dog on June 01, 2005, 08:53:01 PM
Quote from: Jwk the Hemp MonkeyIs it just me or is it a lot harder to push scavs around in 1.3 than it is in 1.2.

Because pushing scavs around can have such a massive affect on some maps, esp those with water, should the scavs odf files be fiddeled around with so that they at least emulate the ease of pushing them around in 1.2?

No its not just you.
Title: (Medium) Scavenger Physics 'bug'
Post by: Aegeis on June 01, 2005, 09:13:37 PM
in 1.3 odfs have a unit mass that u can adjust, if u want to push something heavier than ur current unit it takes alot effort to do so, i don't mind it as much but i can't remember if its easier for sabres/warriors to push scavs than it is for scouts/drones to...

imo sabres/warriors should push scavs easier
Title: (Medium) Scavenger Physics 'bug'
Post by: PhoeniX-FlamE on June 02, 2005, 10:00:50 AM
its *Ammo*ING annoying... I cant stand it... seriously, cons and other units are STILL dumb like a pencil and if you wanna get them to go somewhere you have to push them yourself ---> since 1.3 you cant...
and dont give me that bs that you can with full speed and all that, because you cant
not normaly! sure, you can push them in 1 m an hour (1m gamewise)
but thats not realy pushing


and as for sabres being able to push better, I disagree
because the scouts have more speed and lighter, therfor they could use that 'extra' speed(/power) to push the scav, while tanks dont have same speed as scout and dont have as much 'extra' power to push as the scout
Title: (Medium) Scavenger Physics 'bug'
Post by: Angelwing on June 02, 2005, 04:19:57 PM
but then you could argue that Assault Tanks should have no push whatsoever...
Title: (Medium) Scavenger Physics 'bug'
Post by: BZ FeebleEffort on June 02, 2005, 07:08:11 PM
Basically the physics were changed....for most all of the treaded vehicles.  I can't remember all the particulars of Kens logic in changing them(although I'm sure he had a good reason in his mind) the problem is those changes were made w/o clearly recognizing what a negative impact the  change would have on "scav pushing" which is a important  strategy in some human 3v3 or 4v4 strat games.

I have no idea what the current state of the "pushability" of the treaeded units is today in the beta, but, If it IS how it WAS in the PB, then I would agree w/ PE....that sucked.

It needed fixing 2 years ago, it probably still needs fixing now by the sounds of things.
Title: (Medium) Scavenger Physics 'bug'
Post by: Avatar on June 02, 2005, 08:18:52 PM
It's VERY easy to push both treaded and walking units IF you do so properly.  

As was stated, treaded have to be pushed WITH the treads, or lifted into the air slightly to turn them AGAINST the treads.  I like this from a physics purist perspective but have no idea how this will effect MP players usual style.  Personally I'd say take it as a challenge and develop new mad Scav shoving skillz...

Walkers (Cons) have to be lifted off the ground a bit to really get them going.  I can get a Builder lofted on a bump and shove him halfway across the map (given a decent hill or two).  The main problem there is getting them to stop once they get moving.  The control you used to have is gone unless you're VERY careful.

I love tossing AssTanks around with Sonic in 1.3, you slowly rotate them to get them lined up and then ZING them off along the lines of their treads...   :)

-Av-
Title: (Medium) Scavenger Physics 'bug'
Post by: Aegeis on June 02, 2005, 09:12:57 PM
when did this game suddenly become "real world"...

and i have to disagree with booby, imo a scout should not be able to push the scav because it has more "speed", imo a unit with more mass then another unit should not be able to be pushes easily, but then again, when did this game become "real world"...
Title: (Medium) Scavenger Physics 'bug'
Post by: Avatar on June 02, 2005, 10:25:11 PM
Whu?

What?

Huh?

You mean it's NOT real world?????

Pffft.  

-Av-
Title: (Medium) Scavenger Physics 'bug'
Post by: APCs r evil on June 02, 2005, 10:45:18 PM
Heretic...


;)
Title: (Medium) Scavenger Physics 'bug'
Post by: ScarleTomato on June 03, 2005, 12:09:23 AM
Of course it's real world! cept now that you mention it, I wonder what you call that reality you trespass upon when nature calls?
Title: (Medium) Scavenger Physics 'bug'
Post by: APCs r evil on June 03, 2005, 12:39:16 AM
That is when we alter our perception of the universe and create a small world of wood, brick, plastic and glass which is filled with things also made of wood, brick, plastic or glass which all seem to have a purpose be it intrusive or benign.
Title: (Medium) Scavenger Physics 'bug'
Post by: ScarleTomato on June 03, 2005, 12:50:25 AM
alas you should become a quantum theorist. for the sake of typing we will call this said reality the gee-too-gee reality, or maybe bee-are-bee, personally i like the former but a vote should probably be held :cool:
Title: (Medium) Scavenger Physics 'bug'
Post by: Bull Dog on June 03, 2005, 01:50:34 AM
Quote from: PhoeniX-FlamEits ******* annoying... I cant stand it... seriously, cons and other units are STILL dumb like a pencil and if you wanna get them to go somewhere you have to push them yourself ---> since 1.3 you cant...
and dont give me that bs that you can with full speed and all that, because you cant
not normaly! sure, you can push them in 1 m an hour (1m gamewise)
but thats not realy pushing



and as for sabres being able to push better, I disagree
because the scouts have more speed and lighter, therfor they could use that 'extra' speed(/power) to push the scav, while tanks dont have same speed as scout and dont have as much 'extra' power to push as the scout

Sabres are way heavyer, therefor they have more powerful thrusters to push the extra wieght of the tank, or more power to push other objects.  IMHO
Title: (Medium) Scavenger Physics 'bug'
Post by: Avatar on June 03, 2005, 01:57:39 AM
RAMMING SPEED!!!

:lol:

-Av-
Title: (Medium) Scavenger Physics 'bug'
Post by: Spawn on June 03, 2005, 03:12:15 AM
sabres have more mass, but scouts have greater aceleration so we have no way to tell really...
theres no point, its still much harder to push stuff (impossible to go against treads too)
Title: (Medium) Scavenger Physics 'bug'
Post by: Bull Dog on June 03, 2005, 06:38:44 AM
Quote from: Spawnsabres have more mass, but scouts have greater aceleration so we have no way to tell really...
theres no point, its still much harder to push stuff (impossible to go against treads too)

So the way I see it is that the sabres actually have more of whatever you would equate to torque with an engine of whatever those hover craft use. Scouts are light and therefor don't need lots of low-end "torque", Sabres are a *bit* heavier and as a result need for more of that low-end "torque".

Does this make any sense to anyone?
Title: (Medium) Scavenger Physics 'bug'
Post by: Gummo.nz on June 03, 2005, 07:01:34 AM
Someone go get Mowerman already..
Title: (Medium) Scavenger Physics 'bug'
Post by: PhoeniX-FlamE on June 03, 2005, 11:47:27 AM
gave it abit more thought, anyways,

it all depends, and I dont think we can tell - what I thought at start was that scouts and tanks use the same engine, and because the tank is heavier its slower, and if they both have the same engine than scout should push better.... after replying I started thinking prephes the tank got more weight AND a more powerful engine, in that case - it should push faster...

so, it all depends and I dont think we realy tell
Title: (Medium) Scavenger Physics 'bug'
Post by: Bob the Dinosuar on June 03, 2005, 01:43:06 PM
Quote from: Bull DogSo the way I see it is that the sabres actually have more of whatever you would equate to torque with an engine of whatever those hover craft use. Scouts are light and therefor don't need lots of low-end "torque", Sabres are a *bit* heavier and as a result need for more of that low-end "torque".

Does this make any sense to anyone?

It makes sense, many sports cars could probably out run (do I dare say a Hummer? they don't go that fast do they?), some bigger pickup trucks, easily, but do you think a ferrari could haul my camper around? no.

in short, I think scouts have much more speed, but tanks have more 'thrust'

so it's like comparing a light-weight sports car, to a heavy-weight pickup truck

and if they were any faster, Assult Tanks could be Semi-Rigs  :lol:

Quote from: AvatarI love tossing AssTanks around with Sonic in 1.3, you slowly rotate them to get them lined up and then ZING them off along the lines of their treads...  

you should see a mauler after it's hit with a fully charged MAG in 1.2, It actually flew untill it hit the map wall.

scav's had a similar effect, but they didn't seem to 'fly'
Title: (Medium) Scavenger Physics 'bug'
Post by: technoid on June 03, 2005, 02:39:47 PM
I've had better luck pushing stuff with Sabres/Warriors/heavierhovercraft in 1.3 due to said mass and wider frontal collision box area.
Title: (Medium) Scavenger Physics 'bug'
Post by: Bull Dog on June 03, 2005, 02:43:38 PM
Quote from: Bob the Dinosuar
It makes sense, many sports cars could probably out run (do I dare say a Hummer? they don't go that fast do they?), some bigger pickup trucks, easily, but do you think a ferrari could haul my camper around? no.

A Ferrari *could* tow your camper around if it's chassy was strong enough, believe me its engine would in all likely hood be up to the job perfectly.
Title: (Medium) Scavenger Physics 'bug'
Post by: Avatar on June 03, 2005, 03:53:14 PM
There's more to towing than a powerful engine and strong chassis.  

That Ferrari probably has a differential ratio in the 1-2 range, trucks are 3-4 (mine is 3.74 to 1).  The Ferrari has a tranny gear set that's optimized for high end speed, and the engine RPM probably doesn't hit its stride until 3-5K, where trucks max out on torque below 2K.

For BZ take a look at the thrusters, that's where the hovercraft action is.  Since earlier Biometal ships didn't have forward thrusters I'd say the BZ2 thrusters are pure icing on the cake.  The mass of the ships is probably handled by whatever accelerated the BZ1 ships, with the thrusters being all extra thrust.

-Av-
Title: (Medium) Scavenger Physics 'bug'
Post by: ScarleTomato on June 03, 2005, 04:47:30 PM
the bz1 ships didnt have the thrusters? hmm cause i was gonna say the tank probably has more push since there are two thrusters on the back.
Title: (Medium) Scavenger Physics 'bug'
Post by: Angelwing on June 03, 2005, 05:47:14 PM
Taking a run-up to push things would only be most effective for ships with large amounts of mass, low acceleration/'thrust' and high top-speed (Mauler anyone?... that thing pwns at pushing)

Simply pushing things would require a large amount of thrust AND mass, otherwise you could argue that most missiles should be able to make things.. uh.. fly...

imo, a scout should be ineffective at pushing scavs initially (this includes run-ups) as it has very little mass, although as it has a large amount of thrust it could, if done for a long enough time, slowly start to accelerate the scav until it got to the top speed of the scout.
But, seeing as there arn't any runways in BZ2, I doubt that'l be happening too often.

Sabres should be a lot more effective at pushing them initially, being that they have a lot more mass than a scout and still a relatively decent acceleration, but would also be able to take 'run ups' and ram the scavs a significant enough distance to make it remotely worth it. The only disadvantage is that you're still limited to the tanks maximum speed... not that anyone can control them enough to do that anyway.
Title: (Medium) Scavenger Physics 'bug'
Post by: Bob the Dinosuar on June 03, 2005, 06:12:39 PM
Quote from: Bull DogA Ferrari *could* tow your camper around if it's chassy was strong enough, believe me its engine would in all likely hood be up to the job perfectly.

I'm no car expert, but my camper is very big, and weighs a couple of ton's

I assumed that a sport car could NOT pull my camper, but not because of the engine, it's the body

and that wasn't my point  :lol:

and don't the hovercraft in BZII have Replusor Lifts? like ships in StarWars, they float automaticly , but to move the vehicle they use thrusters


a ship i'm making is going to use a 'Gravity Drive' heh heh heh

Quote from: ScarleTomatothe tank probably has more push since there are two thrusters on the back.

yes, but the scout's single thruster, is much bigger than one of the tanks thrusters, like 2.5X
Title: (Medium) Scavenger Physics 'bug'
Post by: BZZERKER on June 03, 2005, 06:32:14 PM
Quote from: Bob the Dinosuar
Quote from: ScarleTomatothe tank probably has more push since there are two thrusters on the back.

yes, but the scout's single thruster, is much bigger than one of the tanks thrusters, like 2.5X

Size is irrelevent (to a point). Total thrust output is what matters.

The scout is much smaller and lighter than the tank so it can get away with using a "medium" thruster and still move fast. The tank, on the other hand uses 2 "small" thrusters to produce more thrust to help move the added weight. If they had used the "medium" thrusters, the tank would likely be faster but then it would also have to be a bit bigger.
Title: (Medium) Scavenger Physics 'bug'
Post by: Bull Dog on June 03, 2005, 07:57:18 PM
Quote from: AvatarThere's more to towing than a powerful engine and strong chassis.  

That Ferrari probably has a differential ratio in the 1-2 range, trucks are 3-4 (mine is 3.74 to 1).  The Ferrari has a tranny gear set that's optimized for high end speed, and the engine RPM probably doesn't hit its stride until 3-5K, where trucks max out on torque below 2K.

-Av-

Bah I forgot to mention the tranny, lol.
Title: (Medium) Scavenger Physics 'bug'
Post by: Avatar on June 04, 2005, 12:48:29 AM
Leave him, er, her, er, it out of this...

:shock:

-Av-
Title: (Medium) Scavenger Physics 'bug'
Post by: Bull Dog on June 04, 2005, 03:50:28 AM
:?  :?  :?
Title: (Medium) Scavenger Physics 'bug'
Post by: APCs r evil on June 04, 2005, 04:28:59 AM
Tranny as in transvestite. (I hope I spelled that right, this is the first time I've ever typed it :D)
Title: (Medium) Scavenger Physics 'bug'
Post by: Spawn on June 04, 2005, 04:31:30 AM
Quote from: Bull Dog
Quote from: AvatarThere's more to towing than a powerful engine and strong chassis.  

That Ferrari probably has a differential ratio in the 1-2 range, trucks are 3-4 (mine is 3.74 to 1).  The Ferrari has a tranny gear set that's optimized for high end speed, and the engine RPM probably doesn't hit its stride until 3-5K, where trucks max out on torque below 2K.

-Av-

Bah I forgot to mention the tranny, lol.

a quote for everyone to see forever, even after bull dog edits his post :o
Title: (Medium) Scavenger Physics 'bug'
Post by: Avatar on June 04, 2005, 12:45:00 PM
Forum blackmail?

:lol:

Getting back on track, it seems to me that there has to be SOME advantage to having treads over hovering.  The bigger rigs should get MORE stability from having treads, not less as it seems BZ2 intends.  Most treaded units in BZ2 slide around like they're on grease when shoved or float down from cliffs like balloons.

I hate that.

-Av-
Title: (Medium) Scavenger Physics 'bug'
Post by: Angelwing on June 04, 2005, 02:33:15 PM
and teleport to the floor when they rotate too much...
Title: (Medium) Scavenger Physics 'bug'
Post by: Red Devil on June 04, 2005, 03:14:29 PM
"It's a simple question of weight ratios!"

Quote from: Bull Dog
Quote from: Bob the Dinosuar
It makes sense, many sports cars could probably out run (do I dare say a Hummer? they don't go that fast do they?), some bigger pickup trucks, easily, but do you think a ferrari could haul my camper around? no.

A Ferrari *could* tow your camper around if it's chassy was strong enough, believe me its engine would in all likely hood be up to the job perfectly.
Title: (Medium) Scavenger Physics 'bug'
Post by: Bull Dog on June 04, 2005, 05:23:52 PM
Quote from: APCs r evilTranny as in transvestite. (I hope I spelled that right, this is the first time I've ever typed it :D)

Talk to any mechanic say "tranny" to him and he'll know you are just abbreviating transmission.  

Jerks.
Title: (Medium) Scavenger Physics 'bug'
Post by: APCs r evil on June 04, 2005, 05:51:30 PM
Quote from: Bull DogJerks.

Huh? Us? What did we do? I was referring to Avatar's little joke about the whole tranny thing, not the transmission dude.... :s
Title: (Medium) Scavenger Physics 'bug'
Post by: Avatar on June 04, 2005, 07:22:33 PM
Yup.  My fault, I've been absolutely crushed at work and am now in a permanent fuzzy brain state...  Things just strike me weirdly lately what with the crushing headaches and all...

:(

Fuggedaboudit, get back on tracks...

:)

-Av-
Title: (Medium) Scavenger Physics 'bug'
Post by: Red Devil on June 04, 2005, 09:16:11 PM
Quick, everybody jump Avatar while he's fuzzy-brained.
Title: (Medium) Scavenger Physics 'bug'
Post by: ScarleTomato on June 04, 2005, 09:22:31 PM
Quote from: Avatarback on tracks...
Heheh... that one took me a minute :)
Title: (Medium) Scavenger Physics 'bug'
Post by: Avatar on June 04, 2005, 10:42:08 PM
Shhhh...  

:lol:

-Av-
Title: (Medium) Scavenger Physics 'bug'
Post by: Jwk the Hemp Monkey on June 06, 2005, 09:02:53 PM
anyway, back onto the question of scavengers.

If it has been made so that its harder to push scavs against their tracks...then fine...but you rebalance that by making it easier than 1.2 to push them 'with' their tracks..

Bz2 shouldn't be about realism...fine....but it Realism isn't what makes a game good.

Its 'Believeablity'. ...you either have a totally wack game like mario or sonic, or a -to-some-extent-believeable one.

Believeabilty is the balance between FUN and Realism.
Title: (Medium) Scavenger Physics 'bug'
Post by: Bull Dog on June 06, 2005, 09:50:58 PM
So your point JWK is that the Scavs are too heavy in 1.3pb1?  In your opinion, Right?
Title: (Medium) Scavenger Physics 'bug'
Post by: ScarleTomato on June 07, 2005, 12:24:24 AM
id love to see a cheaper floating scav that couldn't deploy, just for the the loose scrap, it'd look something like natty's laser pods maybe, and only the treaded scavs deploy on pools. dunno what to call it yet..

Mad-Scavvie?
scrapscooper?
slagslurper?
Low-Profile, Battlefield ready, Just-add-water, Industrial Scavenger?
Title: (Medium) Scavenger Physics 'bug'
Post by: Avatar on June 07, 2005, 11:45:25 AM
See, I want the exact opposite.  I want a big, burly over-armed over-armored HeMan Scav that sucks up the loose, deploys on a pool and undeploys to kick your butt when you attack it.

Then it sucks up what's left of your ship and goes back to squatting on the pool.   :)

That's what that big Black Dog Scavenger should have done...

:lol:

-Av-
Title: (Medium) Scavenger Physics 'bug'
Post by: Spawn on June 07, 2005, 02:54:45 PM
:lol:
and using scrap for ammo too eh?
its possible with dll probablly...
Title: (Medium) Scavenger Physics 'bug'
Post by: OvermindDL1 on June 07, 2005, 05:59:12 PM
Is possible by DLL, rather easily actually.  If enemy is nearby and health is less then maxhealth, play whatever animation you want, second later convert to whatever odf to attack, when done, convert back...
Title: (Medium) Scavenger Physics 'bug'
Post by: technoid on June 07, 2005, 08:07:28 PM
We need an extractor that hits you with a giant boxing glove on the end of a spring, when you get to within a few hundred feet of it.
Title: (Medium) Scavenger Physics 'bug'
Post by: APCs r evil on June 07, 2005, 08:13:22 PM
Oh that is an excellent idea Techie... Well, with a minor alteration..... :twisted:
Title: (Medium) Scavenger Physics 'bug'
Post by: Avatar on June 07, 2005, 08:13:36 PM
Quote from: Spawn:lol:
and using scrap for ammo too eh?
its possible with dll probablly...

Lol yes, it could then 'heal' and 'reup' by sucking on a pool...

Maybe it could even be a psuedo-Recy, pumping out smaller versions of itself with excess scrap.

You're giving me evil ideas, and when I get evil ideas Natty gets evil toys...  :)

-Av-
Title: (Medium) Scavenger Physics 'bug'
Post by: APCs r evil on June 07, 2005, 08:24:56 PM
Hey, how is an extractor's color determined in the scrap gauge? The one I'm thinking about has.. 3 upgrades. EDIT: Oh wait.. Now it has 4.
Title: (Medium) Scavenger Physics 'bug'
Post by: Spawn on June 07, 2005, 08:47:48 PM
red means highest upgrade
green is recycler class
yellow is a pool or something

i was thinking have dll upgrade it back into a scav, then it would redeploy on to the pool

that idea is completely possible with a tap dispensor type thing... :D
Title: (Medium) Scavenger Physics 'bug'
Post by: technoid on June 07, 2005, 09:07:03 PM
Quote from: Spawnyellow is a pool or something
Yellow is non-upgraded extractor/pool.
Title: (Medium) Scavenger Physics 'bug'
Post by: DrummaDude on June 16, 2005, 03:48:00 AM
lol this post is so random...such a little different and everybody acts like a shuttle is about to crash...then we talk about evil scavs that kills people? so amusing.. :twisted:
Title: (Medium) Scavenger Physics 'bug'
Post by: Jwk the Hemp Monkey on June 30, 2005, 12:53:08 AM
yeah...great...random posts.

anyway, back on the topic.

If the scavs have been made harder to push sidewards (against the lines of the tracks...which is fair enough) they should be made so that they are easier to push along the tracks. thus making the changes sort of cancle eachother out. instead of just changing it and leaving it, which is akin to being in denial.
Title: (Medium) Scavenger Physics 'bug'
Post by: Angstromicus on June 30, 2005, 03:24:32 AM
It seems that the large amount of turmoil in this topic is about the ability for scouts and sabres to move large objects (such as scavengers and constructors). Engine power is determined by TWO things in [hovercraftclass] units (the size of the unit's collision box, and the rate at which the unit can accelerate, not how fast it goes). In 1.3, the size of the unit actually determines how much mass it has (I'm pretty sure it's the size of the unit's hit box, not the actual size of the unit itself, but that may not be true). The mass and velocity of a unit determines how hard it can ram a unit. It occurs to me that through numerous tests, the unit's ram power is somewhat proportional to it's mass, perhaps meaning that, if a unit were traveling at 20 m/s, it would ram twice as hard at twice its size, 25 times harder at 25 times its size, and 100 times harder at 100 times its size.
Title: (Medium) Scavenger Physics 'bug'
Post by: Jwk the Hemp Monkey on July 06, 2005, 01:26:20 AM
Excellent post.

Which although it sounds like wonderful phyisics, it has the problem with densitiy. If the sabre has more compact armour, a cannon, and othersuch things, its going to have a more weight per area of space than the object being pushed (e.g. a scav). So just cause its bigger don't mean its heavier.
Perhaps a solution can be found in the jump thrusters...
Title: (Medium) Scavenger Physics 'bug'
Post by: Commando on July 06, 2005, 03:01:46 AM
My guess is that it uses mass*velocity^2 since that is the formula for kinetic energy or energy in motion.  Velocity plays a more dramatic role than mass as you can see by the formula.
Title: (Medium) Scavenger Physics 'bug'
Post by: ScarleTomato on July 07, 2005, 11:51:50 PM
Since everyone is adding opinions here ill help out :P
I think its pretty good like it is. If youre worried about believability, tracked units were waay to easy to push in 1.2 IMO
If youre worried about balance, err everyone has the same disadvantage, so... i guess it pretty balanced :)
Even so, from what i can tell from gameplay (and the number of slightly OT posts here) its not really the biggest of issues. If you do this to get them in water, well, most ST maps have little to no water anyways. and why dont you just kill them urself? more score for you, and with cannon,gun,mortar comboing it wont take you more than a couple seconds and half a pods worth. If its the start of the level and you're in a scout, well, sucks to be you. The start of the game should really depend more on the cmdrs ability to expand fast anyways IMO.
'sides i think scouts are too powerful. They should start out with lasers IMO. (where do they hold all those mini rounds?)

ooh! new 1.3 feature! Can it be made so the weapons themselves are tagged rechargable? Instead of the craft?

edit: oo page 4 :)
Title: (Medium) Scavenger Physics 'bug'
Post by: Angelwing on July 08, 2005, 12:00:41 AM
Ammo is stored as Biometal (or at least some form of biometal-based compound) and, as a result, can be used to supply ammunition for various weapons systems. It'd also take up a hell of a lot less space than actual ammunition racks, at least I would have thought so...
Title: (Medium) Scavenger Physics 'bug'
Post by: ScarleTomato on July 08, 2005, 12:18:33 AM
yes but I think energy weapons should at least recharge faster than particle based weapons. Lasers should run on cells, maybe refueled by sunlight or air or moisture in the air or something in abundance. Balance-wise, I think it would help cut down on recy rushing too. But another thing is the actual mass. how does it refill its biometal stores? has the ISDF mastered energy to matter conversion? Oh wait I bet they transfer metal to the craft like extractors to the recy.

another ?, How do they transfer scrap? The same way HW makes use of recource controllers or refineries? I think that had something to do with rubbing two quantum plates together and creating a wormhole.
(http://img224.imageshack.us/img224/8735/noholes4td.png) (http://www.bobandgeorge.com/Archive/Oct01.php?date=19)
Title: (Medium) Scavenger Physics 'bug'
Post by: Angelwing on July 08, 2005, 02:59:11 AM
Just one of those "unexplained' things I guess, neccessary for gameplay but not very realistic. Yeah, it was kinda weird in HW that the Resource Controllers magically sent RU back to you the second it'd been collected, but it allowed remote mining operations on some of the larger maps (though I personally preferred using carriers)

As for BZ2, I figure some form of biometal energy-matter converter might be in place, either that or the service bay 'sprays' units with biometal vapour which are collected by the units to supply their ammunition reserves, or simply applied to the hull structure of the unit to repair it.
An interesting feature you could have here is to be unable to fully repair units you're unable to build, as you don't have the proper specifications for them and would be unable to determine what exactly needs repairing.
(i'm not even going to begin to try to figure out how service pods work...)

As for the extractor thing, I always thought that the time taken for the extractor to 'deploy' was a proper link being established with the recycler, probably in the form of an underground pipeline being constructed which, knowing the capabilities of biometal, shouldn't be TOO far-fetched a possibility...
Title: (Medium) Scavenger Physics 'bug'
Post by: Spawn on July 08, 2005, 03:32:10 AM
its a teleportation system, thats whyt scavs cant hover no more, they too heavy
Title: (Medium) Scavenger Physics 'bug'
Post by: Jwk the Hemp Monkey on July 10, 2005, 11:34:11 PM
yeah, OT posts. Great.

Anyway. Saying that '' oh its not important lets just leave it as is'' is a sure fire way of having losts of small changes in the stratigical and tactical balance of the game all comming to gether and making gameplay less enjoyable.

If you make the scavs harder to push for whatever reason. You make them easier to push. Not being pushable against their tracks, but being really easily pushable *along* their tracks is an excellent solution that restorts balence, keeps realism/believeabilty and also fixes one of those annoying bugs.
Title: (Medium) Scavenger Physics 'bug'
Post by: ScarleTomato on July 11, 2005, 12:17:52 AM
If you say so :s. If it's as important as you assume, I'd say keep realism, if a enemy scavvie doesn't want to be plopped in the nearest pool, he'd probably put on his brakes. Therefore making it as hard to push parallel to the tracks as it would be perpendicular. I think a cool feature would be the ability to topple things. wanna knock off a scav? Topple it over on its side and let it sit there. :) Itd work for walkers too :P you could use battlefield tugs to upright em. Hovercrafts are OK i guess since they use jets or whatever.
Title: (Medium) Scavenger Physics 'bug'
Post by: APCs r evil on July 11, 2005, 12:47:07 AM
That... sounds, excellently realistic. Although inconvenient.
Title: (Medium) Scavenger Physics 'bug'
Post by: ScarleTomato on July 11, 2005, 12:54:07 AM
yes well maybe its not very good for THIS particular game. Maulers struggling to upright themselves would really mess up their current 'death befalls you' feel.
Title: Re: (Medium) Scavenger Physics 'bug'
Post by: Scout on October 24, 2005, 01:23:24 PM
" the problem is those changes were made w/o clearly recognizing what a negative impact the  change would have on "scav pushing" which is a important  strategy in some human 3v3 or 4v4 strat games."

nah i bet ken knew what his changes would imply, but you see.. he is the maker not the player so stop shedding those tears feeble effort. what a name..
Title: Re: (Medium) Scavenger Physics 'bug'
Post by: squirrelof09 on October 24, 2005, 02:01:15 PM
Quote from: Scout on October 24, 2005, 01:23:24 PM
" the problem is those changes were made w/o clearly recognizing what a negative impact the change would have on "scav pushing" which is a important strategy in some human 3v3 or 4v4 strat games."

nah i bet ken knew what his changes would imply, but you see.. he is the maker not the player so stop shedding those tears feeble effort. what a name..


Someone did it again...
Title: Re: (Medium) Scavenger Physics 'bug'
Post by: BZZERKER on October 24, 2005, 04:34:06 PM
While I do have problems with dear 'ol Scouty from time to time, I don't have a problem with him resurrecting this thread because I have a certain amount of respect for him.

Back down squirrel, he's too l33t for you. :-P