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 Jetpack glitch 
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Joined: Sun Oct 19, 2008 5:43 pm
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Post Re: Jetpack glitch
numgun wrote:
Snipers are actually guns that will become long range weapons compared to other weapons like shotguns (close range) and machineguns (medium range). Right now the snipers and other weapons dont really differ from other guns because each weapon is capable of sending projectiles far enough.


I hope you're aware that sniper rifles don't actually shoot further than, say, machine guns. They're just more accurate and tend to have scopes on them. A longstanding sniper record was achieved with a heavy machine gun with a scope bolted on top.

Spraying bullets offscreen is a completely legitimate tactic.


Tue Sep 15, 2009 11:21 am
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Post Re: Jetpack glitch
Its more of a question making certain weapons perform better in certain situations.
Sure a machine gun spray works, but for replacing a long range sniper, it would be lame.

One thing that would also be done is massively boosting firing speeds for all bullet weapons.
So it would feel a bit more realistic when the bullet zooms fast across the screen and you can barely catch it with your eyes.


Tue Sep 15, 2009 12:37 pm
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Post Re: Jetpack glitch
numgun wrote:
Its more of a question making certain weapons perform better in certain situations.
Sure a machine gun spray works, but for replacing a long range sniper, it would be lame.


"It would be lame"? What's lame about suppressing a sniper with machine gun fire? The whole POINT of a machinegun is to spray bullets and keep the enemy's head down.

Don't let me stop you from inflicting your bizarre ideas on the game though. Just keep it in the INIs, please, so the community can turn it back into a good game.


Tue Sep 15, 2009 9:07 pm
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Post Re: Jetpack glitch
Footkerchief wrote:
"It would be lame"? What's lame about suppressing a sniper with machine gun fire? The whole POINT of a machinegun is to spray bullets and keep the enemy's head down.

Don't let me stop you from inflicting your bizarre ideas on the game though. Just keep it in the INIs, please, so the community can turn it back into a good game.

I could be sensible and just say that realism rarely is ""balanced" and total realism doesn't make a fun game but this is DRFF, where everyone has to be edgy and sarcastic, so:

The whole POINT of ammo and fuel is to run out, that should be modded in. Brains belong in heads not in jars! Remove that nonsense! Zombies with bombs, cloning, interstellar travel, GIANT CRABS? :x I expect to see your REALISM mod tomorrow around this time.

Anyways, I'll have to agree that using air resistance instead of bullets just vanishing seems much better.


Tue Sep 15, 2009 9:49 pm
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Post Re: Jetpack glitch
About the ammo shizz, i just played some bf1943, and the reload there seems ok, you see, when you run out of ammo, htere's a timer, when this timer is done, you are able to reload again, this would work from anything from grenades to pistols. And it would make ammo not limited, but make people more wary of how much ammo they have.


Tue Sep 15, 2009 10:38 pm
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Post Re: Jetpack glitch
That is an awful idea. What, magazines and munitions are just grown from nothing and are usable after a set time?


Wed Sep 16, 2009 2:59 am
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Post Re: Jetpack glitch
>.> Realism= Bad argument.


Wed Sep 16, 2009 3:11 am
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Post Re: Jetpack glitch
I think we can all agree that the point of Cortex is fun "realism". The half-real, half-not area of universe that gives players a believably realistic world while tweaking it to make it more fun than the actual real world. Thus, jetpacks are limited, but recharge. Guns have to reload, but reload infinitely. Etc, etc.


Wed Sep 16, 2009 3:16 am
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Post Re: Jetpack glitch
Its exaggerated realism is what gives CC some of it's charm, but it really shouldn't have priority over gameplay, should it?


Wed Sep 16, 2009 3:18 am
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Post Re: Jetpack glitch
Age old argument. Gameplay versus realism.

If you get too far into gameplay, you get into the abstraction of games like Katamari.
You get too far into realism, you get simulations like America's Army or Microsoft Flight Simulator.

A game based in fiction finds a happy median between the two. And to be honest, this is less of a discussion of realism vs. gameplay and more of science vs. science fiction.

There is an author's saying out there somewhere that I am going to paraphrase badly. The imagination of science fiction and creative fiction writers from today stimulates the scientists and engineers and artists of tomorrow. Ideas, even scientific ones, are still creative endeavors. They have to be "thought up" before they can be brought into existence. So if someone makes a game with bullets that are grown from nanotechnology (and I can think of a few novels where this has be theorized), eventually someone will decide "That is a great idea! How can I make that work in real life?"

As game designers (which everyone who makes a mod for this game is), you have to find the boundariess between existing science and science fiction and creativity.


Wed Sep 16, 2009 3:28 am
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Post Re: Jetpack glitch
=> making bullets vanish ~= good gameplay. (ive been using lua too much, i've started using its relationships more than cpp)
scale the damage, i dont care how. Booleans are so much less interesting both gameplay wise (unless they are added sparsely, at which point they are interesting as they are an abstraction of the normal) and aesthetically (mostly). if you use lifetime guns have a maximum range that isnt given by ballistics, its given by a set time. if you scale the damage and increase shakerange and all that (seriously, it would just be better if we got reticle bumping upon firing) you get a more interesting result that plays better. this results in something called "maximum effective range" which i believe is a better mechanic than "maximum range". you could use lua to apply impulses to whatever the bullet was hitting to a greater degree when closer to the gun, resulting in pistols and shotguns with good stopping power (see the zombies09 shotgun for an example of this, currently its overscaled though). just a suggestion


Wed Sep 16, 2009 5:50 am
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Post Re: Jetpack glitch
I've sent a massive list long time ago with questions that handle the minor stuff like how bullets will act in the game and many similar gameplay things like pricing, power and ect.

Prom and Data are busy analyzing and writing down these content documents while working on the game itself.
Eventually when they'll finish it, we'll have a clean view how to do stuff. So everything is subject to change and we're most likely gonna do some trial and error sessions to see what will work the best.


Wed Sep 16, 2009 9:13 am
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Post Re: Jetpack glitch
unless you are legally obliged not to, post this list. O_o
regardless, fast bullets dont really work in CC that well. and why has TrailLength become capped?
gah.
im just waiting for that preview data and prom are apparently working on to be ready.


Wed Sep 16, 2009 9:28 am
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Post Re: Jetpack glitch
So tell us Numgun, what happened to your DRL Developer title? Image


Thu Sep 17, 2009 10:18 pm
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Post Re: Jetpack glitch
I like my smilies to be fourm consistent, thank you very much.

That said, good question there.


Fri Sep 18, 2009 6:26 am
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