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 Build 27 no FF questions... 
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Joined: Mon Dec 07, 2009 12:56 am
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Post Build 27 no FF questions...
Heres hoping Data sees this thread. I am looking forward to build 27, and being able to move and shoot past your other actors. But some things I've been wondering about that are not easy to deduce from the video. Obviously you can shoot bullets past your team mates, but what about rockets, grenades etc? And with weapons that spawn particles on impact, lets say you hit the ground near a team mate, does the shrapnel also phase past your team too? I hope not cause being able to grenade spike will ruin the game. Obviously shrapnel and the overpressure wave is unpredictable, this new feature should not apply to those. Since this feature seems to be representing the fact that even though the game is 2D, the universe is not completely flat. Thus you can stagger your forces to prevent friendly fire, and ease movement. Would appreciate any spoilers on this :?


Sat Apr 14, 2012 10:36 pm
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Joined: Sun Mar 25, 2012 9:35 pm
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Post Re: Build 27 no FF questions...
I'm still wondering why there isn't a suggestion thread. Don't try to act professional and ♥♥♥♥, look for opinions.
In my opinion gibs and bullets should be non colliding (friend vs friend bullets) and you should be able to press a button when you wanna hit a friend to enable friendly fire. I find is SO ♥♥♥♥ annoying when a goddamn ripped off head comes flying at my guy and hits him like there's like no goddamn chance it could've went past him.


Sat Apr 14, 2012 11:28 pm
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Joined: Tue Mar 04, 2008 1:40 am
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Post Re: Build 27 no FF questions...
There have been many suggestions threads, one of them is stickied at the top of this page: "The guns in CC and your thoughts (so we can make 'em better)".


Sun Apr 15, 2012 4:13 pm
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Post Re: Build 27 no FF questions...
Nothing's stopping you from making threads in GD about what you'd like to see in it either.

Most threads here are either CC praise threads, Dude-I-Just-Did-This-Awesome-Thing threads or suggestion threads.


Sun Apr 15, 2012 4:39 pm
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Post Re: Build 27 no FF questions...
Didn't Data say the main point of B27 is the functioning campaign?


Sun Apr 15, 2012 10:48 pm
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Post Re: Build 27 no FF questions...
This "shoot past your team mates" thing is good in some ways but at the same time bad. I love when the AI shoots someone on their team in the face with an RPG. I like being able to shoot my soldiers when they loose their weapons. In my opinion, shooting past your allies should be able to be toggled on and off.


Mon May 07, 2012 10:52 am
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Post Re: Build 27 no FF questions...
In a side-scrolling team-vs-team game like this, FF turns things into a horrible ♥♥♥♥. Only the front two people on each team can hit the other team with direct fire weapons, and everyone else has to use indirect fire (unless both teams are walking down two sides of a valley) or most casualties are due to FF.


Mon May 07, 2012 2:04 pm
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Post Re: Build 27 no FF questions...
Yeah but it's not like it's possible to have more than one dude on your team at a time for more than the two seconds it takes the AI to trip over its own feet and decapitate itself.

*Realistic scenario: enemies shoot at you and you can't stop some of your guys from getting hit because you can only control one at a time. ==> Team incapacitated.


Mon May 07, 2012 4:52 pm
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Post Re: Build 27 no FF questions...
Explosions and shrapnel should have FF but rockets and nades should pass allies.


Tue May 08, 2012 2:30 am
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Post Re: Build 27 no FF questions...
Yup we are still working out the exact rules, but so far basically everything that is directly fired out of a gun will pass teammates, and anything that is generated secondarily by the projectiles (explosions, shrapnel etc) will cause damage to teammates (and the guy who fired).

The big question now is whether to allow mechas/crabs to walk and be shot past.. I'm concerned that i'll be too easy to put three dreads on top of /over each other and have an unstoppable force. Currently they are being hit by team bullets and bodies and the AI has to move around them.. but it might change since that is also very confusing and inconsistent to have to remember who/what you can shoot through and what you can't.

A final issue with having no teammate collisions is that when a bunch of guys get 'stacked' in the same space, it is very hard to select them and give orders.. might have revamp or add a mode to the selection cursor where you can select more than one actor at a time and give orders to the whole group ("you bunch, go here").

As with every game design decision, there are many foreseen and unforeseen ripple effects that rear their ugly heads when you change things up.


Tue May 15, 2012 8:15 am
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Post Re: Build 27 no FF questions...
Sir wrote:
In my opinion, shooting past your allies should be able to be toggled on and off.


I agree. Data, please consider this. Allowing actors to shoot past one another will do more harm than good.


Tue May 15, 2012 11:09 am
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Post Re: Build 27 no FF questions...
Gotcha! wrote:
Sir wrote:
In my opinion, shooting past your allies should be able to be toggled on and off.


I agree. Data, please consider this. Allowing actors to shoot past one another will do more harm than good.


Glad someone agrees with me :)
But seriously, it will not be for everyone. There will be a lot of people who will like this, but at the same time, there will be some people who just cannot comprehend the possibility of the AI having five coalition guys with flak cannons and heavy snipers all lined up in front of your base, ready to grind you into the dirt with their new found ability to shoot past one another if you so much as step outside.


Wed May 16, 2012 11:40 am
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Post Re: Build 27 no FF questions...
I don't know how hard it is to code, but perhaps only disable FF when units are in close proximity? It probably won't stop that multiple heavy weapon rape-train that Sir mentioned, but I was excited by the idea of being able to set a friendly unit to 'follow me' and provide support fire.


Wed May 16, 2012 11:53 am
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Post Re: Build 27 no FF questions...
The Gunslinger wrote:
I don't know how hard it is to code, but perhaps only disable FF when units are in close proximity? It probably won't stop that multiple heavy weapon rape-train that Sir mentioned, but I was excited by the idea of being able to set a friendly unit to 'follow me' and provide support fire.

That seems like a pretty nice idea to me, although the problem with being able to then stack units like the dreadnought remains.


Wed May 16, 2012 9:20 pm
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Post Re: Build 27 no FF questions...
Would it be possible to make it a function of the map how many units (or just Large units like dreadnoughts) can stand abreast? It'd make sense in a wide open space multiple units could do it, but in a hallway or doorway only one could stand there.

This would add a layer of tactical depth, and I sure am a fan of tactical depth.


Sun May 20, 2012 12:13 pm
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