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Post Re: So, official orders from devs
MaximDude wrote:
Scope0 wrote:
[crash test] Dummy actors need to be more fragile. Along with their guns.


A crash test dummy? Fragile? \:|

Not fragile, but less durable to firearms.
The fact they don't bleed makes them very durable, lower gib wound limits.

Actually I was thinking they'd be made +60% of plastic and rubber, so that there gib wound limit would be higher than normal, but because of there extremely weak material they should have a lower gib Impulse limit. Gib wound limit would imply that they are brittle, which would be stupid.

LowestFormOfWit wrote:
ProjektTHOR wrote:
I think I just died inside.


Again?

More importantly, nobody likes the idea of an activity selector but me?


I like the activity selector idea. it means I wouldn't have to deal with grab-bag enemies anymore.


Back to the criticism of units, I'd like to make a suggestion: there needs to be more difference between the factions than just appearance, armor, and possibly wounds. For example, Coalition, by normal human standards they are super soldiers, place them next to the dummys : highly advanced, light-weight robots. organic creatures bleed, robots do not. Organic creatures heal, robots do not. organic creatures are easier to wound.

I suggest you make the dummies able to survive more wounds than a coalition (or ronin for that matter) without armor, but at the same time, make the coalition A) bleed, exactly like they do, but also B) heal over time. i'm talking maybe 1 health / 15 seconds, maybe 30 seconds. Mind you this is not including armor.

I think the coalition armor should also be stronger than the dummies are. IE the armor itself must be stronger than an entire dummy. the dreadnought should have equally tough armor, but more armor, because it's bigger.

I suggest also that the ronin, the coalition, and browncoats all bleed, and heal, at different rates. the ronin should be the base-line. Coalition should heal faster, maybe 4X as fast as ronin (15-30 sec per 1hp?) but should also bleed more due to combat enhancing drugs. or maybe there armor got jabbed into the wound and its being held open, maybe they all think there Chuck Norris. lastly the browncoats should heal faster than the coalition, be harder to wound, but when they do wound they just break. maybe use lua, if they take less than 20 damage in 1 hit, they only take like 1-2, but if they take more than 20, they take like 40 damage instead.

Point is, it doesn't have to be this stuff exactly, but there needs to be a bigger difference than just appearance and armor.


I'm sorry this is such a long post. but to those who did, thank you for reading it.


Sun Jun 28, 2009 2:58 am
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Post Re: So, official orders from devs
i read it. i still cringe at all the theretheirtheyre fails. you actually raise a good point though, however i think organic units should only be able to heal to a small degree, and maybe only in coalition soldiers.
come to think of it, the ronin really need some heal packs.
im thinking at least 2 types:
Bandages - heal back a 25 HP over a period of 10-30 seconds or so.
Stim Pack - instantly heal 30HP that drains away over time (maybe a minute).
neither should raise health over 100HP.
Miles_T3hR4t wrote:
Actually I was thinking they'd be made +60% of plastic and rubber, so that there gib wound limit would be higher than normal, but because of there extremely weak material they should have a lower gib Impulse limit. Gib wound limit would imply that they are brittle, which would be stupid.

that doesnt make any sense. a bullet smashing into you is going to rip apart any "extremely weak material" a lot more happily than a fall will. also, considering how slim dummies are, more than two hits on a limb should render it completely useless.
dummies should be a weak faction that explode lots against bullets, but can probably be good against kinetic shock, thus making them good for a noob who hasnt gotten used to the controls properly yet.
tl;dr HIGHER GIBIMPULSELIMIT LOWER GIBWOUNDLIMIT DONT LISTEN TO MILES.


Sun Jun 28, 2009 4:10 am
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Post Re: So, official orders from devs
I agree with Geti.
Lower GWL, higher GIL.
Though, dummies might be useful in high grav maps if any are made.
Oh, bandages will work better when data makes attachables non-hacky to use.


Sun Jun 28, 2009 4:14 am
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Post Re: So, official orders from devs
mail2345 wrote:
I agree with Geti.
Lower GWL, higher GIL.
Though, dummies might be useful in high grav maps if any are made.
Oh, bandages will work better when data makes attachables non-hacky to use.


Yeah I'm with fragile vs. bullets and stronger vs. kenetics as well.

As for healing, the medic drone and my nurses work just fine for me. Medipacks to seem a little awkward to use in this game, I really feel they fit a FPS better where health packs regularly spawn throughout a map.

In CC it makes more sense for a unit to heal/repair another, wither through a gun, bangage or aura.


Sun Jun 28, 2009 4:25 am
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Post Re: So, official orders from devs
Miles_T3hR4t wrote:
text

In other words... Shaft the Ronin in the butt.


Sun Jun 28, 2009 4:27 am
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Post Re: So, official orders from devs
ronin should be overall weakest in combat, but have interesting weapons, and agility.
agility is just ♥♥♥♥ hard to do in CC.


Sun Jun 28, 2009 7:29 am
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Post Re: So, official orders from devs
Geti wrote:
ronin should be overall weakest in combat, but have interesting weapons, and agility.
agility is just fudge hard to do in CC.


That's because anything agility based is player-skill based, unless there's a variable you can apply to them to make them more accurate or something.


Sun Jun 28, 2009 7:49 am
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Post Re: So, official orders from devs
Isn't there a stat related to perception or something, that makes Actors spot other Actors easier?

Increase that and movement speed for the Ronin.


Sun Jun 28, 2009 7:54 am
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Post Re: So, official orders from devs
Code:
Perception = x

As far as I know, it does nothing over 1.


Sun Jun 28, 2009 7:58 am
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Post Re: So, official orders from devs
Ronin perceptiveness is 0.9... not much to improve there I guess.


Sun Jun 28, 2009 8:17 am
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Post Re: So, official orders from devs
With regards to the ability to see units far away:

Am I the only person who rarely plays the game with an army of units that take care of themselves? To me, this game has always played more as a side-scrolling shooter--a la Bionic Commando or Metal Slug--and less like a strategy game.

Is this just me? Am I the only person playing the game wrong here? lol. The reason why I ask is because any attribute related to perception or enemy detection is going to be moot for anyone that plays the game the same way I do.

Just sayin


Sun Jun 28, 2009 1:59 pm
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Post Re: So, official orders from devs
ProjektTHOR wrote:
With regards to the ability to see units far away:

Am I the only person who rarely plays the game with an army of units that take care of themselves? To me, this game has always played more as a side-scrolling shooter--a la Bionic Commando or Metal Slug--and less like a strategy game.

Is this just me? Am I the only person playing the game wrong here? lol. The reason why I ask is because any attribute related to perception or enemy detection is going to be moot for anyone that plays the game the same way I do.

Just sayin


I don't know if they're asking about perceptiveness in regards to their own actors seeing farther so they play themselves, but more in regards to how far an enemy actor can see their controlled one, at least that's what I got from it.


Sun Jun 28, 2009 2:04 pm
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Post Re: So, official orders from devs
THOR could be right.

I find that it is usually more efficient to operate one/a few unit(s) on the field, armed to the teeth, in a safe but small bunker. The optimum labor(wtever that term was really called) in CC is quite low, maybe 2-3.

If there are more than 3 units out in the open they will most likely A. Kill each other, B. Get killed, C. Do nothing. This makes operating an army, or even a squadron in CC very impractical.

I think the problem is on the AI. If operating more units should be promoted, then the AI has to be much smarter than right now. Units have to be able to take care of themselves, avoid friendly fire/crushing, and have more specialized action modes to choose from.


Sun Jun 28, 2009 5:31 pm
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Post Re: So, official orders from devs
it is a valid point, i play usually with either a brain that can defend itself or an AI brain guard, and one soldier on the field for raping everyone else. i actually dont even bother with the guard most of the time.

but for now, until we get squad based AI that doesnt kill each other in a mad scramble to eat the enemy, lets stick with discussing content.
if the coalition drone is still useless next build i'll be angry.


Sun Jun 28, 2009 8:50 pm
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Post Re: So, official orders from devs
I put my brain way underground then just buy something and conquer the battlefield with it.
Usually one actor.

Me and my protagonists...


Sun Jun 28, 2009 8:55 pm
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