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Re: Time to make some decisions?
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FrostyCoolSlug
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Default Re: Time to make some decisions? - 12-06-2004

Quote:
Originally Posted by TruB
actually.. if there is not an exploasion.. a bullet wont make you fly back like in the movies.. if you get shoot with a deadly bullet you would likely just fall on your knees..

but i think it would be cool.. maybe aim for cool animations where you use different animation all the time.. i mean.. when you run.. you dont run like the next guy.. different classes run different.. or something.. same for climbing and such..
maybe, because we are using ragdoll physics, we could create a 'basic' animation for running, and vary footsteps length, those lengths effect how the player moves, but, all players should keep the same average speed.

The weight of what your carrying should effect your speed (and maybe stamina), cause irl, you dont see people running with rocket launchers and full rockets running at the pace of someone with a pistol

Something else i've noticed, everyone seems to assume that this will be a 'class' based game.. Although classes are nice, they dont allow for much flexibility.

I dont know how many of you played firearms for half-life, but they had an interesting system:

Each player starts with 23 points, each gun and piece of equiptment costs a certain ammount of points, and its up to the player to decide what was best, this way, theres no real need to worry about 'balancing' the classes, the player decides what setup is best for him (with the possibility to save it), and can play with that. The weight of the stuff they are carrying should depend on what stuff they have selected, so if they spent all 23 points (I'm using that as an example), they wouldnt be able to move at the same speed as someone who spent 1 point.

I feel this way adds for customisation, you wont have 50 people who look the same because they decide 'assault' is the best class, everyone will have a preferance, and if for whatever reason, they dont like it, they can change it at will


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Re: Time to make some decisions?
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Brainz
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Default Re: Time to make some decisions? - 12-06-2004

Quote:
Originally Posted by Pierre-Marie Baty
What I was referring to was this

Bullets caught on some point of your body make this part flinch. If you catched a bullet in your right arm, your right arm would flinch back. Ragdolls physics are needed for that.
Well, I thought it was me talking about that... but that is exactly what I mean.
  
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Re: Time to make some decisions?
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sfx1999
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Default Re: Time to make some decisions? - 12-06-2004

PMB it may be easier, but it is not as fast. It has to run a bitshift every time it sees BIT0, or BIT1. I tried to make it run as fast as it could with my limited programming knowledge.

sPlOrYgOn: stdlib.h was included by default for new projects, and I did not know if system("PAUSE") needed it or not.
  
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Re: Time to make some decisions?
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sPlOrYgOn
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Default Re: Time to make some decisions? - 12-06-2004

nm sfx I figured it out..
in windows it doesn't need to be included if iostream is included
but on linux it is needed for system()
  
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Re: Time to make some decisions?
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Brainz
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Default Re: Time to make some decisions? - 13-06-2004

Quote:
Originally Posted by FrostyCoolSlug
I dont know how many of you played firearms for half-life, but they had an interesting system:

Each player starts with 23 points, each gun and piece of equiptment costs a certain ammount of points, and its up to the player to decide what was best, this way, theres no real need to worry about 'balancing' the classes, the player decides what setup is best for him (with the possibility to save it), and can play with that. The weight of the stuff they are carrying should depend on what stuff they have selected, so if they spent all 23 points (I'm using that as an example), they wouldnt be able to move at the same speed as someone who spent 1 point.

I feel this way adds for customisation, you wont have 50 people who look the same because they decide 'assault' is the best class, everyone will have a preferance, and if for whatever reason, they dont like it, they can change it at will
This I like. I did try FA briefly, but lost it when I had HD problems. Not reinstalled it since.
  
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Re: Time to make some decisions?
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Pierre-Marie Baty
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Default Re: Time to make some decisions? - 13-06-2004

The Specialists works like this too. I think it's the way to go.


@sfx1999: yes it is as fast, because (1 << n) are constants, and thus are translated into their right value by the preprocessor. Once the compiler parses it, the result is exactly the same in both ways.



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Re: Time to make some decisions?
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botmeister
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Default Re: Time to make some decisions? - 14-06-2004

Quote:
Each player starts with 23 points, each gun and piece of equiptment costs a certain ammount of points, and its up to the player to decide what was best, this way, theres no real need to worry about 'balancing' the classes, the player decides what setup is best for him (with the possibility to save it), and can play with that. The weight of the stuff they are carrying should depend on what stuff they have selected, so if they spent all 23 points (I'm using that as an example), they wouldnt be able to move at the same speed as someone who spent 1 point.
I like this idea too. The game Mechwarrior had this type of system, and there was lots of interesting strategy in selecting the right set of weapon systems and ammo amounts to carry. The more weapons and ammo, the more slowly you moved (you'd also overheat faster), but you had more firepower. What kinds of weapon/ammor/armor (etc) combinations you selected determined how you played the round.

If we stick with a fast and fun game (which I think we all agree we should do), too much tinkering will slow down the game, so I'd say players should be able to save their favorite config's and be able select and recall a specific configuration to arm up very quicky.

I remember seeing a thread asking if bots are still needed because fast internet connections make on line play more common. If there's enough strategy in the game then playing with bots should increase. For example, off line players could spent lots of time tinkering with various weapon config's and using bots to test and train to perfection before going on line.


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Re: Time to make some decisions?
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TruB
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Default Re: Time to make some decisions? - 14-06-2004

MadMechwarrior?
  
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Re: Time to make some decisions?
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botmeister
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Default Re: Time to make some decisions? - 15-06-2004

Quote:
Originally Posted by TruB
MadMechwarrior?
Here's the link to the game. The demo version allows you to fully customize your "mechs" before going into battle so you can have a look at it for free.

http://www.microsoft.com/games/mechwarrior4/


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Re: Time to make some decisions?
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Brainz
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Default Re: Time to make some decisions? - 15-06-2004

I've played previous versions of MW (2&3), but not 4... My comp was never up to it.

However, Opera, a HL mod orinally (but now on UT2004) had something like what you're describing. It was a points based system, but it had an extrenal app that let you set up preset 'classes'. A default set was provided, but there was space for more to be added. It also had the option of changing weapons in game. Maybe this sort of thing should be added, with the option of saving custom loadouts to a reservation without leaving the game using, for eg, a console command.

Default classes should be TFC style: Scout, Sniper, Assault, HWguy, Engineer, Pyro, Spy. Of course, the available weapons will cause this to be modified.
  
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