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 [Possible Bug] Crab bomb 
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Joined: Fri May 16, 2008 11:12 pm
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Post Re: [Possible Bug] Crab bomb
Well, it could be an option in the options menu. Some find it fun, others don't. I say, why not?


Tue Jul 08, 2008 2:51 am
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Post Re: [Possible Bug] Crab bomb
Darlos9D wrote:
Regardless of whether or not this is a topic that has been gone over in the past, I feel this is a terrible response, from a game design standpoint. Perhaps you and your buddy agreeing not to be dumb is fine for now, but in future iterations, this is a problem that needs to be fixed. And I feel that Andrew's solution effectively fixes the problem. I, too, have wondered why craft don't have some kind of capacity limitation.

Setting up said limitation might not be too hard. Since the engine already has a way to automatically figure out how a given object will collide with other things based entirely off of its sprite, I figure its probably not much of a stretch to look at an object and see how many non-empty pixels it actually has. So, you take that surface area and use that as the objects "volume." Then, a craft would have a variable for how much it could hold total.


A much easier way would be to just limit the capacity based on Mass. Craft could have a unique variable like MaxCapacity, and it won't let you add any more once you reach the limit in the buy menu.


Tue Jul 08, 2008 3:14 am
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Post Re: [Possible Bug] Crab bomb
The problem with that is that then you'd clutter up the buy menu with yet another series of numbers for max capacity of crafts and mass of guns/actors...


Tue Jul 08, 2008 9:16 pm
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Post Re: [Possible Bug] Crab bomb
For vanilla content, a ship capacity would be good, but I think it should be redefinable, and not some hardcoded rule.

InvActorLimit = 30
InvDeviceLimit = 75
InvMassLimit = 5000

Something like this in the craft's code would be good, and would give lots of easy control to both data realms in making vanilla content, and modders in making mods.

You wouldn't necessarily need to clutter the buy menu; a message like the "your order has arrived" one could tell you when you exceed cargo limits.


Tue Jul 08, 2008 9:29 pm
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Post Re: [Possible Bug] Crab bomb
That, or it would let you know by coming down in a massive smoky fireball of twisted metallic insta-gibbing death.

Azukki's point might be simpler to implement, though.


Tue Jul 08, 2008 10:10 pm
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Post Re: [Possible Bug] Crab bomb
ppiksmada wrote:
That, or it would let you know by coming down in a massive smoky fireball of twisted metallic insta-gibbing death.

Azukki's point might be simpler to implement, though.
The problem is that that's what we're attempting to remove.
We've been discussing ways of preventing said massive smoky fireball of twisted metal. Which may or may not be black or have tons of sequels. </videogame_reference>
That aside, points for whoever can recognize the game(s) I'm talking about.


Wed Jul 09, 2008 5:38 am
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Post Re: [Possible Bug] Crab bomb
That'd be ridiculously silly; craft are just one of the essentially infinite ways the bug can occur.

Why not just fix the bug instead of limit the players? :roll:


Wed Jul 09, 2008 12:40 pm
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Post Re: [Possible Bug] Crab bomb
Uhhh... why exactly did you even bother filling up a dropship with that many crabs? Isn't it rather ovious somthing would happen there? Christ, even I've never done that =D I'll do that later


Mon Jul 14, 2008 12:56 pm
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Post Re: [Possible Bug] Crab bomb
Sidenote: There is a limit to how much you can put in a dropship.
Try filling it up with 15+ soldiers. The ship will just crash into the ground due to its heavy load.

For the rest: I wouldn't want to see any limitations. It's up to you if you want to use exploits like this. It's highly moddable as well, so if you don't like crabs ( :lol: ) just remove them or put a price on them. :)


Mon Jul 14, 2008 1:37 pm
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Post Re: [Possible Bug] Crab bomb
they mean a limit meaning you cant put more than X soldiers in, or X mass. weve covered the fact that filling dropships with actors makes them explode.

i think having a redefinable variable will make people happy.
also if you like the way it is now, keep B20.


Tue Jul 15, 2008 5:31 am
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Post Re: [Possible Bug] Crab bomb
Dal wrote:
That'd be ridiculously silly; craft are just one of the essentially infinite ways the bug can occur.

Why not just fix the bug instead of limit the players? :roll:

It's the only way it can happen without modding the game.
Well, you could put a bunch of devices on an Actor, but that's essentially the same thing.

Geti wrote:
i think having a redefinable variable will make people happy.
also if you like the way it is now, keep B20.

Or just mod your crafts back to how they are now.


Tue Jul 15, 2008 6:06 am
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Post Re: [Possible Bug] Crab bomb
Roy-G-Biv wrote:
I'd rather stay wild crab free.
A gigantic [crab] amount will spontaniously kill other units, or your brain.

Was I the only one who found this funny?

But yes, crab bombs are fun exploits, I wonder how many crabs exactly it takes to crash the game :bounce:


Sun Jul 20, 2008 2:38 am
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Post Re: [Possible Bug] Crab bomb
Eh, I figure crabs or other wildlife there is going to be isnt supposed to be available to the player.

Instead, Data could create a ghetto "eco-system" on the map with life cycles for creatures and plants and other events like rain, snow and disasters that would populate the map to make the battlefield much more interesting. Its all in the background and the player can alter the eco system by hunting down all the wildlife or destroying every tree and plant there is on the field.


Wed Jul 23, 2008 2:48 am
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