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STM1993
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Post subject: Re: Vehicle Progress Posted: Thu 29 Jul 2010, 21:36 |
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| Mutant |
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Joined: Sun 05 Jul 2009, 19:08 Posts: 433 Location: Singapore Gender: Male
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Awesome! bencelot wrote: Torpedo: Cost: $6000 Seats: 2 Special ability: Car Bomb How big is the AOE of this super-powerful explosion? Will it explode as violently as the car bomb if the vehicle were destroyed prematurely before it detonates/before it is armed? I like this vehicle, it's going to be a great alternative to the Bazooka, though for a mere 6k it is a candidate for lots of tweaking. bencelot wrote: Radar Truck: Cost: $5000 Seats: 2 Special ability: Reveals Enemies: 10m
Does it work against the Invisible skill? If so, does it reveal or only beeps? How are those within your screen made more visible? Is it like a bright glow or a line indicating the exact location etc? bencelot wrote: Hornet: Cost: $20000 Seats: 2 Special ability: Stinger Missiles Very interesting. Looks like it'd be an excellent hit-and-run anti-vehicle car, while using it against players is a waste, seeing how easily it can be captured and how poor its missiles would fare against a small group of players.
_________________ ~Spy_The_Man1993~
 The Technique of Blast Jumping Inactive due to exams.
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bencelot
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Post subject: Re: Vehicle Progress Posted: Thu 29 Jul 2010, 22:01 |
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Joined: Sun 15 Mar 2009, 03:50 Posts: 1099 Location: Sydney, Australia
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Yes, all vehicles are candidates for tweaking. As of v0.6, vehicles, weapons and missions can all be completely redone if we want to. Skills on the other hand are kinda locked, unless I refund the points invested into them, etc.. anyway, I digress.
Here's how vehicle explosions work. When a vehicle explodes it deals 2 types of damage. Firstly it deals instant heat damage to nearby players and vehicles, just like a grenade or a bazooka explosion. All vehicles have an explosion radius of 15m (about 2x larger than a grenade). Just like the grenade and bazooka, this damage fades out to 0 the further away you are. Each vehicle has an explosion damage multiplier, so the Buggie will only deal 120 damage if you're standing right next to it, while the Torpedo will deal a massive 1000 damage if you're standing next to it. Most vehicles will deal about 200 to 300 damage, and you should survive as long as you're not standing too close.
The second type of damage is flame damage and this only affects nearby vehicles. This has a much smaller range of about 3m or so and deals damage over time. After a vehicle explodes it will deal a total of 1000hp damage to nearby vehicles over a duration of 1s. I have added this because it creates chain reactions. If you have a bunch of vehicles in a row, you blow one up on the edge, and half a second later the next one explodes, then the next one, then the next one. This looks really cool and is more fun than if they all exploded instantly (or not at all). It also means that if you ram a roadblock and one of the cars detonates, the longer you stick around the more damage you'll receive.
Anyway, to answer your question.. 15m fading radius, and yes.. the explosion is just as violent if it detonates prematurely. The timer is just a way to make sure that it actually goes off.. the real power of this vehicle is the massive 1000damage shockwave it deals. Actually regarding the timer, if you drive it towards someone then bail out.. if they're fast enough they can run up to the vehicle, hop inside it and disable the timer before it explodes. It's all about timing it just perfectly.
I was originally going to make Radar Truck work against Invis but decided against it. I'm kinda 50/50 on the issue so I might change it later on. Players aren't made "more" visible.. they're just made visible. So if they're already within LOS then they'll appear normal. But if they run behind a wall, whereas they'd normally fade away.. they now remain at full opacity provided they're within 10m of the radar truck.
They deal 2 types oinstant heat damage and they deal flame da
_________________ Here Shnaw!
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TigerMax
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Post subject: Re: Vehicle Progress Posted: Thu 29 Jul 2010, 22:13 |
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Joined: Sat 26 Jun 2010, 00:13 Posts: 57 Location: USSR(:D),Tatarstan,Kazan Gender: Male
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Godness! Perfect! Next in your plan is account system or 0.6 will out?
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TigerMax
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Post subject: Re: Vehicle Progress Posted: Thu 29 Jul 2010, 22:17 |
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Joined: Sat 26 Jun 2010, 00:13 Posts: 57 Location: USSR(:D),Tatarstan,Kazan Gender: Male
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1 more question. When car drive on enemy it kill them. But if car standind player can go through car?
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bencelot
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Post subject: Re: Vehicle Progress Posted: Thu 29 Jul 2010, 22:21 |
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Joined: Sun 15 Mar 2009, 03:50 Posts: 1099 Location: Sydney, Australia
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Account systems are already completed! There are heaps of cool new things to look forward to in 0.6. The only thing left to do is build maps and add a truck to Extraction gamemode.
There was a thread on Extraction that I tried to find.. can't seem to find it anymore. STM, you posted in it, perhaps you remember what it was called? Anyway.. what I'm leaning towards is making there be only 1 Truck that spawns in the middle.
_________________ Here Shnaw!
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TigerMax
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Post subject: Re: Vehicle Progress Posted: Thu 29 Jul 2010, 22:32 |
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Joined: Sat 26 Jun 2010, 00:13 Posts: 57 Location: USSR(:D),Tatarstan,Kazan Gender: Male
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So..How many time to release?
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Snipufin
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Post subject: Re: Vehicle Progress Posted: Thu 29 Jul 2010, 22:45 |
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Joined: Mon 01 Jun 2009, 23:59 Posts: 297
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bencelot
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Post subject: Re: Vehicle Progress Posted: Thu 29 Jul 2010, 23:09 |
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| Subvein Creator |
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Joined: Sun 15 Mar 2009, 03:50 Posts: 1099 Location: Sydney, Australia
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Ahh yes, that's the one. Cheers 
_________________ Here Shnaw!
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TigerMax
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Post subject: Re: Vehicle Progress Posted: Thu 29 Jul 2010, 23:12 |
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Joined: Sat 26 Jun 2010, 00:13 Posts: 57 Location: USSR(:D),Tatarstan,Kazan Gender: Male
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STM1993
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Post subject: Re: Vehicle Progress Posted: Fri 30 Jul 2010, 00:07 |
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Joined: Sun 05 Jul 2009, 19:08 Posts: 433 Location: Singapore Gender: Male
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bencelot wrote: I was originally going to make Radar Truck work against Invis but decided against it. I'm kinda 50/50 on the issue so I might change it later on. Players aren't made "more" visible.. they're just made visible. So if they're already within LOS then they'll appear normal. But if they run behind a wall, whereas they'd normally fade away.. they now remain at full opacity provided they're within 10m of the radar truck. Ahh, so it works very much like the Railgun's zoomshadow. Invisible is a really powerful skill, not to mention it is available at level 1. It's pretty much the only skill that can definitely take out a completely prepared team because you can just appear out of nowhere with it, though its effectiveness is only limited by the player's own firepower, which isn't really too much of a problem if dealing with roadblocks or the like - just grab a Bazooka for 5k. So I don't really like the idea of leaving invisible enemies completely undetected by radars. On the other hand, making it able to cause Invisible units to be seen visually just makes the skill too ineffective since that 10m radius is really big. Perhaps the radar can detect the presence of an invisible player, but with a catch. If an invisible unit walks into the AOE, the sonar goes off (but with a different sound to indicate that there is an invisible unit) but you cannot see the invisible player. So if you hear that distinctive variation of the sonar, you had better start shooting around with an auto or use something with a large AOE like Radiate. If that isn't enough, then if the Mental is within 3m of the radar, then he will be seen, but any further, he remains unseen, though the sonar will always go off. The team will be warned of the presence of an invisible Mental, but they can still lose to the Mental if the Mental player had been smart, like perhaps jumping from a roof/attacking from a height instead of directly engaging from ground level where stray bullets may give him away.
_________________ ~Spy_The_Man1993~
 The Technique of Blast Jumping Inactive due to exams.
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bencelot
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Post subject: Re: Vehicle Progress Posted: Fri 30 Jul 2010, 02:15 |
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Joined: Sun 15 Mar 2009, 03:50 Posts: 1099 Location: Sydney, Australia
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Yup, it's a tough balance. My main concern with Invis is as you say... sneaking up to a roadblock and then sabotaging everything with a single bazooka. Alternatively, if teams are taking checkpoint really seriously they'll be stockpiling backup vehicles somewhere. An invis guy could just sneak in and take it. There's absolutely no counter to Invis atm which isn't very good. So yeah, maybe I'll make it reveal invis too.
Tiger, version 0.59 will be coming out within 2 weeks. You'll be able to help playtest. It might have a few bugs and balance issues, but that's what I wanna fix before 0.6 is out and I go advertising crazy.
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TigerMax
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Post subject: Re: Vehicle Progress Posted: Fri 30 Jul 2010, 02:21 |
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Joined: Sat 26 Jun 2010, 00:13 Posts: 57 Location: USSR(:D),Tatarstan,Kazan Gender: Male
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sure. bugtest is necesarry! but...2 weeks..i go with family to the black sea at 15th august
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bencelot
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Post subject: Re: Vehicle Progress Posted: Fri 30 Jul 2010, 03:24 |
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Joined: Sun 15 Mar 2009, 03:50 Posts: 1099 Location: Sydney, Australia
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well I hope to have it out before then, so you'll get to play it a bit 
_________________ Here Shnaw!
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TigerMax
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Post subject: Re: Vehicle Progress Posted: Fri 30 Jul 2010, 03:50 |
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Joined: Sat 26 Jun 2010, 00:13 Posts: 57 Location: USSR(:D),Tatarstan,Kazan Gender: Male
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okidioki Make a post where u "hire" testers!
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Mumu
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Post subject: Re: Vehicle Progress Posted: Fri 30 Jul 2010, 21:39 |
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Joined: Sat 04 Jul 2009, 22:20 Posts: 161 Gender: Male
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De detection should work as it did in Tiberian Sun . You get the circle around the car (that the detection range) and you get a line circling inside the detection range when that line hits (detects) an invisible player that player gets revealed (for a nr of seconds). The Idea is that the player that is invisible can't see the detection line but if he gets lucky and sprints between sweeps he can still go undetected.
I also have some questions : Do the players inside a car get flashed ? coz if they do detecting invisible players will not be as useful as you think. Does the radar car only detect invisible players or all enemies ? It will be very useful if it detects all enemies since you cold detect over walls and stuff.
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LungJuice
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Post subject: Re: Vehicle Progress Posted: Fri 30 Jul 2010, 21:49 |
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Joined: Wed 27 May 2009, 20:11 Posts: 596 Location: SE QLD, Australia Gender: Male
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I was thinking with the radar truck that player that it detects but you cant directly see but get notified about by being in close proximity to the truck shouldn't be visible per say but you do see their position which is indicated by a team coloured circle this way the player may know where they are but not their name, stats, weapon or even direction they are facing but can still see the team, direction they are moving in and the speed of movement.
Also I think vehicles should have larger "blips" on the minimap and bigger radar truck circles or a large box representing the vehicle (when you are near the radar truck and cant see the vehicle yourself.
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Last edited by LungJuice on Fri 30 Jul 2010, 22:16, edited 1 time in total.
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bencelot
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Post subject: Re: Vehicle Progress Posted: Fri 30 Jul 2010, 22:00 |
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| Subvein Creator |
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Joined: Sun 15 Mar 2009, 03:50 Posts: 1099 Location: Sydney, Australia
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Yes, if you're inside a vehicle you'll still suffer flash bangs. Darkness (from Black Hole) will also affect you, as will other non-damage status effects like Disable.
Invis players and normal players and vehicles are all revealed by the Radar Truck. Even through walls. The range is 10m horizontally, and infinite height.. like a vertical cylinder. This means if you manage to park your radar truck up really high somewhere like on a roof, you'll be able to see units down below but they might not be able to find your Radar Truck (only hear it).
I've now changed it so if an invisible enemy is within 10m of your truck you will be able to see the white invis circle around him as if you were his ally.
Lung, vehicles are larger rectangles in the minimap, so you can tell them apart from the players.
_________________ Here Shnaw!
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LungJuice
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Post subject: Re: Vehicle Progress Posted: Fri 30 Jul 2010, 22:18 |
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Joined: Wed 27 May 2009, 20:11 Posts: 596 Location: SE QLD, Australia Gender: Male
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I was talking about how enemies from the radar truck show on screen (not the minimap) although I'm not sure if i am right in thinking that they show up on the main screen.
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bencelot
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Post subject: Re: Vehicle Progress Posted: Fri 30 Jul 2010, 22:32 |
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| Subvein Creator |
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Joined: Sun 15 Mar 2009, 03:50 Posts: 1099 Location: Sydney, Australia
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Yes, they do show up in the main screen, and the minimap too. You can completely see them as long as they're within range. That's why it's important to destroy an enemy radar truck asap :0
_________________ Here Shnaw!
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LungJuice
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Post subject: Re: Vehicle Progress Posted: Fri 30 Jul 2010, 22:42 |
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Joined: Wed 27 May 2009, 20:11 Posts: 596 Location: SE QLD, Australia Gender: Male
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so what does an enemy spotted by radar truck look like? because i was thinking it shouldn't be the same as if you can see them normally, but instead that coloured circle thing.
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