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 CONTENT TWEAK THREAD 
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Joined: Thu May 15, 2008 11:40 am
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Post Re: So, official orders from devs
Hurray for TLB's fix on the materials!

Now, another question: The ladders.

Will they be useful? Eventually?


Mon Aug 17, 2009 1:12 pm
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REAL AMERICAN HERO
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Post Re: So, official orders from devs
Up to Data "fixing" climbpaths. That would probably require him "fixing" walking so I'd say the general concept is: probably not all that useful.


Mon Aug 17, 2009 2:43 pm
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Post Re: So, official orders from devs
I don't know if it was already brought up, but I noticed that bunker modules with null BGs will act like IsScrap-ed stuff (Gibs, bodies, etc.).
Shoot it, and see how 50 pixels just vaporize.

That needs fixing.


Mon Aug 17, 2009 6:34 pm
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Post Re: So, official orders from devs
If the control chip in zombie if destroyed for some reason e.g. flying off of the map; then the fail screen doesn't appear.

And also the tutorial needs to be updated on how to control ships and show load and unload cargo. Maybe you could practise by bombing that crab to the left of the bunker.

There are 20 pages in this thread and i haven't read all of them so sorry if this has already been noted.


Sun Aug 23, 2009 3:30 pm
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Post Re: So, official orders from devs
tutorial is going to be updated one TLB can get his hands on it.
he could of course make an extra tutorial mission like "advanced tutorial" or something, to introduce the players to burstjetting, craft stuff, how to throw bombs etc, but it would be better in one mission.


Sun Aug 23, 2009 9:42 pm
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Post Re: So, official orders from devs
I think some aspects of gameplay should be learned, not directly taught. Basic tools are one thing; figuring out how to use them all together is what you do by PLAYING the game.


Sun Aug 23, 2009 10:16 pm
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Post Re: So, official orders from devs
1.I would like to see some offical weapons that are ment for breaking walls down.
2.Escape pods.
3.I think building bases in skirmish should be free IMO.
4.Maby some alternitive resources.
5.A capture the brain mode.
6.More units to a faction And more vehicles.

These are all i can think off right now.
And sorry if some of these were mentioned i didint want to read through 20 pages of text.


Mon Aug 24, 2009 2:54 am
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Post Re: So, official orders from devs
Considering Grif:

Skills I would consider "basic tools" that are covered in the current tutorial:
-Actor Switching
-Actor Movement (Walking, jetpacking)
-Firing a Weapon
-Mining
-Ordering a Unit from Tradestar
-Game Victory/Defeat Conditions

Skills that I consider basic tools that are not covered in the current tutorial, but should be:
-Loading a craft
-Throwing bombs/grenades
-Actor Movement (Crouching/Crawling)
-Actor AI Mode explanations: Sentry Mode, Go-To Mode, Dig Mode, Stay, Scuttle, Return, etc.

Apart from these, I think everything else such as "burst-jetting", "wrestling" or "crushing", "dropship abductions", etc. should be considered basic emergent gameplay, and not covered in a formal tutorial.


Mon Aug 24, 2009 4:08 am
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Post Re: So, official orders from devs
Crouching and crawling are actually covered in the current tutorial. Aside from that, totally agreed, LFOW.


Mon Aug 24, 2009 5:35 am
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Post Re: So, official orders from devs
i was about to say, the obstacle course is there for a reason.. it should have goodies in it though, to make it worthwhile.


Mon Aug 24, 2009 5:47 am
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Post Re: So, official orders from devs
Yes, in terms of "lessons" or "tests" in the tutorial, here's a similar list as the one I posted above:

"Lessons" found in actual tutorial:
-Brain identification
-Dummies for further tutorial function
-Obstacle Course for movement demonstration
-Firing Range for basic firearm familiarization
-Buy Menu Lesson
-Mining Lesson
-Mini-Battle vs. AI opponent overall 'exam'

"Lessons" that should be added or changed in tutorial:
-In General, tutorial should be more linear and lesson based. Player Base should be in an area unrelated to the area designated for a trial battle. I don't think you should be able to "fail" the tutorial. Thus, the AI base should be off to the side and either on a tall hill or in a deep valley in relation to the player's base and be a separate entity from the player's test site. See Buy Menu changes below.
-Dummies for testing should just involve a single test dummy that is respawned/redelivered for the player rather than just 3 standing in a line. Respawn would be preferable.
-Obstacle course should be a mandatory step in the tutorial testing to ensure familiarization.
-Firing Range course should be a mandatory step in the tutorial testing to ensure familiarization.
-Buy Menu lesson would remain mostly unchanged, other than the only landing zone for bodies would be at a set point within the "AI Battle" zone, though not necessarily in a point that would trigger the battle.
-A new "lobbing range" for grenade/bomb testing, possibly include targets that have to be destroyed
-A loading dock for teaching craft loading, scuttling, and stay/return commands
-Other stuff I can't think of at this moment in time.


Mon Aug 24, 2009 7:20 am
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Post Re: So, official orders from devs
I agree LFOW i was surprised when i was just exploring in the tutorial mission and suddenly was under attack. And i don't think advanced skills should be taught in the tutorial, since i was extremely satisfied when i learnt i could wrestle a guy with a rocket launcher to death. :D

P.S. What is burstjetting? I've probably used it without realising.


Mon Aug 24, 2009 11:08 am
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Post Re: So, official orders from devs
when you mash the jetpack button to get heaps of lift.

the tutorial bunker could be left basically as is with another "lobbing range" tacked on the left side, but the enemy base should be moved down a gentle slope so the player doesnt walk into the assault unknowingly. it should probably be marked pretty well as enemy territory aswell, like at least have an "outpost" (wall) separating the areas with a friendly in it.
nomnom, new tutorial.


Mon Aug 24, 2009 11:45 am
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Post Re: So, official orders from devs
It mentions that you get more control if you tap it in the tutorial. Maybe there should be signs saying stuff like "warning combat zone" and "Minefield ahead".


Mon Aug 24, 2009 7:05 pm
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Post Re: So, official orders from devs
Well the tutorial does mention "Go right for a trial battle" or something similar, but I still feel the base should be a separate complex as a test area.

To be honest I'm this close to making my own tutorial.


Mon Aug 24, 2009 9:07 pm
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