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 Two Ideas 
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Post Re: Two Ideas
I meant stasis fields :P
And we already have one too.
viewtopic.php?f=61&t=17051&hilit=stasis+field


Thu Feb 25, 2010 8:10 pm
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Post Re: Two Ideas
Really? Seriously? That was what I meant. Look who's talking before you try to show anybody up.


Thu Feb 25, 2010 8:13 pm
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Post Re: Two Ideas
Your beginning to troll again, Flammable.


Thu Feb 25, 2010 8:20 pm
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Post Re: Two Ideas
Fair enough. Offtopic over, I'll stop, everybody's happy.

Back on subject: I think both of these ideas would be hard, but the water idea would be fun. Imagine somebody breaching your bunker and ALL the water on the other side flooding it and frying/drowning ALL your guys? It would mean we'd have a useful purpose for those nauto-dummies made ages ago for a scene.


Thu Feb 25, 2010 8:23 pm
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Post Re: Two Ideas
They had a purpose... They were for the scene...


Thu Feb 25, 2010 9:01 pm
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Post Re: Two Ideas
Apart from what you just said, can you think of anything that would actually be amusing about water?
You could have boats, which with this physics engine would of course be glitchy vehicles that couldn't carry passengers.
You could have underwater combat, identical to regular combat where you already move on the Y axis constantly but slower.
You could have submarines, vehicles almost impossible to deliver onto a scene that would basically be dropships that can't leave the ocean.
Water is not inherently fun, and any benefit you get from it (basically just Y axis movement) is already in the game in the form of jetpacks.
I really don't see the point in spending time making boats, vehicles locked to moving either left or right that would otherwise be normal actors, or any of the other doodads you're suggesting we implement.
This game has done fine without it and adding it would be a pointless waste of time.

And we all know how long Data takes on things that are important and useful. We don't want him adding more to the list.


Thu Feb 25, 2010 10:07 pm
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Post Re: Two Ideas
Games are not supposed to be easy. By making it so you HAVE to fly over the water, we could make anti-jetpack defenses, which would require a dropship, but OH NO! AA TURRETS! So we'd have to go through a mission in which we disable both while repelling dropship-fueled dummy attacks.


Thu Feb 25, 2010 10:21 pm
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Post Re: Two Ideas
A pit would work just as well for that. So would lua'd water squares. All that complication would be cool, but more work than need be for all the effects you describe.


Thu Feb 25, 2010 10:32 pm
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Post Re: Two Ideas
Yeah, if adding water to the game was a trivial job I'd say go for it. I don't think it could harm the game much and it would add that extra feature. But realistically, the work that would have to go in to make this feasible would be too much.

At least, flowing water would, you could make still water by having the stasis field effect over a blue background.

Flowing water would need to push loose objects, get splashed by large moving objects and all that jazz to be interesting, and although I have little to no idea as to how the physics in this game work, I'm pretty sure that this require quite a big rewrite.


Fri Feb 26, 2010 12:05 am
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Post Re: Two Ideas
The stasis effect reduces all MO's velocity to 0. I was thinking more that the MO's weight is halved for as long as it's in one of those squares.


Fri Feb 26, 2010 12:11 am
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Post Re: Two Ideas
When you break the ground each individual pixel has physics applied to it.
If you made water the same way it would be like having a section of land moving all the time except even slower because it would have to perform some extra water behavious calculations on top. [To my knowledge. I did not make engine, I have not seen code for engine, if I had I would not understand code for engine. Everything I am saying could easily be rubbish, but I don't think it is].
If you did it a different way it would look weird because the water particles would be obviously different from everything else.

There is no realistic way to put this feature into the game and have it fit.
There is no reason to try and shoehorn this idea into the game.


Fri Feb 26, 2010 12:13 am
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Post Re: Two Ideas
You're just being obstructionist. When you add water into any game it adds a whole new plane of options:
Stealth, naval combat, an actual use for dropships since other actors can't cross large bodies of the stuff, diving actors, possible plot-line twists involving undersea bases and evil crab monsters, Awesome new wildlife, non-explosive-operated guns which work better underwater as opposed to actual guns which just don't. Making the game more difficult isn't a bad thing. Try to realize that and you'll begin to see from my point of view.


Fri Feb 26, 2010 12:35 am
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Post Re: Two Ideas
Pirahna Crabs.
Ta-da, water is instantly made a deadly hazard instead of just an impediment.


Fri Feb 26, 2010 12:38 am
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Post Re: Two Ideas
The creative options that water provide are interesting but seriously, it isnt going to happen for quite a while, until the ACTUAL GAME WORKS PROPERLY.


Fri Feb 26, 2010 1:01 am
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Post Re: Two Ideas
Yes, many priorities come before water. Like, a WHOLE LOT.


Fri Feb 26, 2010 1:16 am
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