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Vet Recycler Option

Started by Aegeis, March 03, 2004, 12:14:13 AM

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Aegeis

This is an update to the experimental recycler Greenheart posted yesterday.  Vet Recycler Option B13

These files will overwrite the old files that he made since they are updating his files.  Thanks goes to Malevolence, Pyromane, appel, Oppressor, Fried and anyone else that I may have forgotten.  Simply extract this file to the root folder of your BZ2 1.3 install and you will be set!  This file updates your recylist and mpvehicles text files so that you can choose the new recycler in strat AND so that you can also choose these Experimental vehicles as your starting scouts.  Please try this out and give as much feedback as you can.  Support BZ2!


Please!  ANYONE WHO DOWNLOADED THE PREVIOUS VERSION PLEASE DELETE THE FOLLOWING FOLDERS/FILES FROM THE PREVIOUS VERSION:

Test Units
mpvehicles.txt

THESE FILES/FOLDERS ARE IN THE addon DIRECTORY IN YOUR BZ2 1.3 INSTALL.

***NOTE:  To enable the special vehicle list in this version drop down the console and type this without the quotes "network.session.svar4=Evehicles.txt"

appel

Thank you Aegeis, and GreenHeart and deadscion for making this possible.

Let me add.

I'd like to start with the scout. Compared to the 1.2 scout this new scout glides more through the air and can gain a bit more speed than the 1.2 one. However, it's hovering abilities are not *exactly*, but extremely close, the same as the 1.2 one...what I mean is that I believe that this scout will satisfy those who thrive for base hover. It's only downside is that due to 1.3 physics (designed to prevent hovering) it cannot stay in the same position with it's nose down for very long, it will start to lose altitude and you need to use the sidethrusters to fix your altitude again.
In my opinion this scout does an excellent job replacing the 1.2 one, considering the physics of the new 1.3 scout.

The tank was a bit more of a problem. We cannot have tanks going as fast as scouts, but we did try to match the tanks agility and speed so it can match the new scout. However, I'd like to see more testing done on the balance between these scouts and tanks. In 1.2 the tanks use hills and sides to gain more speed, but in 1.3 it's harder because of the terrain bumping. I hope the speed is enough.

Scions.
We did a bit of scionic testing, but we agreed that the most ships were 1.2 like. Please verify this.


Thanks.





ps. can anyone make this a sticky?

appel

Ok, we did some testing tonight. Please post comments for improvements.

Aegeis

And yes, I know, the Gun Towers are PURE EVIL!  I will fix it for the next build I hope!   :D

Bull

Thx Aegeis, will check it out now.

Speedy

Yea, the gun towers, *just a bit.* Otherwise, the scout hovering aspect is good, simply because they can't really do much since they don't have that in-air manuvability the 1.2 scouts had. Buts its great in general, I like it.

BZ FeebleEffort

As I expected to happen....the "basic" 1.3 may satisfy some BZ 2 players, but clearly the physics changes will not be accepted by a majority of the community...So it was told..and so (it appears) it shall be.

GSH Was quick to point out 1.3 was designed to give players options.

Well..This is the option.

1.3 "Basic" May continute to evolve and and remaining Bugs and warp issues be adressed (and I hope corrected) By GSH.   But Balance Is a serious serious issue, and a issue barely covered in 1.3 testings for reasons I won't go into here.

But, suffice it to say, In my judgement the physics are just the tip of the balance iceberg. I feel pleased that Aegis and the others have "taken the Ball" and started work on the physics, I believe once acceptable scouts are achieved, then dedicated MP games will be much more "fun" for experienced players and more feedback will point out areas for GSH to "fix".

IF GSH has no "desire" for sticking through things and working out "balance issues", I have no doubt we who play the game can do much of that task.

Some of us who were in the beta group (believe it or not... with GSH's blessing at first) Did attempt this task during the "mid" beta phase...I called the attempt:

The "1.3 Players Balance Patch"....

I'd like to see this same concept play out and we can take advantage of GSH's knowledge and skill with code, and we the players can provide the input(and if necessary the tweaking) to balance 1.3 so it can be a unifying patch for the community.

Already you can see early players of 1.3 (because of just this one changes) Switch form "anti 1.3!"...to 1.3 proponents!....as well it should be. 1.3 potentiallly has much to offer..I'd like to see if fulfilled.

Now..there's work to be done.

Avatar


Avatar

Actually, I should control my glee (yes, it's glee, I had it checked) and repeat from another post:

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-

Aegeis

Yup, lots of feedback is needed here.  Please don't hesitate to critisize anything I'm doing here.  I'm a real noob at all this odf changing and tweaking so any help would be appreciated.

Speedy

It is real nice, no needed changes anymore to the scout. Just gotta test warp. They still warp a lot and lasers are very hard to hit.

The hovering is fine since its not really practical to hit a base with. The hovering would probably only be used on the field and its harder to do, requiring more skill.

HOWEVER!
I do *not* want to see the normal 1.3 wall on the wayside with balance issues. We gotta address that side of the patch too, its equally as important.

SilverB1rd

if things can be brought into what is considered the standard play style I would assume nathan and ken would included it as such.

aougli

Basically I like it.

However, much as I like the scout's speed and agility, I noticed a scout, running in a straight line away from me, take little blinky jumps (running from one base in Quarry to the other).  Maybe thats the server, maybe thats the individual player, maybe it's this mod/patch.

There is also the BA issue to be addressed, as mentioned in game.

Aegeis

Well I finally got to test out the changes on my main pc at home and I think the scout strafe is to much.  Just my opinion though.  I've already gotten suggestions to drop the forward thrust of bikes, msl scouts and forward moveement of ass tanks.  Any other suggestions?

BZ FeebleEffort

Slow and steady wins the race Aeg...Trying to tweak 3 or 4 diff units per "patch" is a recipe for confusion. I'd suggest "nailing down" the scout..and that means warp and SCION SCouts as well...

Then tweak a unit at a time and see how a few games go get as much feedback as possible from experienced players on specifics of a unit... And tweak in small incriments 10%  at a time...Most of these units were not tweaked by Ken for 1.3..they are much thge same as 1.2 units..and we never asked for radical changes of those units before.

So..slow and steady...