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A place to post suggestions for new features, new bugs, and comments about the existing code.
TheBored
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Location: At my desk staring at my monitor...

Post by TheBored »

Because this is a video game and you should be aware of the situation. If bombers aren't notified of eye, you could give ints infinite fuel and it wouldn't compare to the nerf that would bring to Sup and Tac. It is IMPOSSIBLE to make this game realistic. If it was, you need real space physics. Since that obviously won't happen, why should we bother tending to stuff like this? It can only add frustration to gameplay.

TB
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spideycw wrote:QUOTE (spideycw @ Nov 28 2008, 02:50 PM) All the retards are contained in one squad mostly (System X)
[18:48] <Imago> dont take me seriously
beeman
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Joined: Sat Nov 18, 2006 3:01 am
Location: Huntsville, AL

Post by beeman »

Actually, the perfect compromise would be as follows:
All ships except stealth would operate as today (the assumption would be they operate with active sensors)

Stealth ships would operate as suggested where they must be detected by something on the opposing team to give eye (they have passive sensors as is logical for a stealth aircraft).

TAC gets a perk

EVERYONE is happy.
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"What if, star sailor, I were to come over your house and punch you in the $#@!ing face?!
Will that finally get you to shut the hell up?!?" -- neotoxin
TheBored
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Location: At my desk staring at my monitor...

Post by TheBored »

fishbone wrote:QUOTE (fishbone @ Jul 1 2008, 06:11 PM) EVERYONE (cept TB and likely others) is happy.
Fix'd

TB
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spideycw wrote:QUOTE (spideycw @ Nov 28 2008, 02:50 PM) All the retards are contained in one squad mostly (System X)
[18:48] <Imago> dont take me seriously
beeman
Posts: 630
Joined: Sat Nov 18, 2006 3:01 am
Location: Huntsville, AL

Post by beeman »

TheBored wrote:QUOTE (TheBored @ Jul 1 2008, 08:11 PM) Because this is a video game and you should be aware of the situation. If bombers aren't notified of eye, you could give ints infinite fuel and it wouldn't compare to the nerf that would bring to Sup and Tac. It is IMPOSSIBLE to make this game realistic. If it was, you need real space physics. Since that obviously won't happen, why should we bother tending to stuff like this? It can only add frustration to gameplay.

TB
Agree that it SHOULDN'T try to be too realistic since realism and playability are often counter to each other (e.g. I LIKE the space drag. ). However, I think the current situation with "eye" hurts TAC too much.
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"What if, star sailor, I were to come over your house and punch you in the $#@!ing face?!
Will that finally get you to shut the hell up?!?" -- neotoxin
beeman
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Location: Huntsville, AL

Post by beeman »

TheBored wrote:QUOTE (TheBored @ Jul 1 2008, 08:13 PM) Fix'd

TB
Thanks for the correction...somehow I knew you would be against the idea /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />...but I need you to keep my head straight.
Last edited by beeman on Wed Jul 02, 2008 1:19 am, edited 1 time in total.
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"What if, star sailor, I were to come over your house and punch you in the $#@!ing face?!
Will that finally get you to shut the hell up?!?" -- neotoxin
Dogbones
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Location: Virginia

Post by Dogbones »

No need for any flaming.

I called #1 a 'feature' in a 'tongue in cheek' fashion. I am fine with 'fixing it' some things are more obviously bugs than others.

The ship launch animation is NOT a bug, it was put there on purpose. Now whether or not to remove it can be entertained but it represents a significant balance/game play change.

#3 works also be design, it is not a bug. And yes it heavily impacts tac, especially sbs, it also impacts scouts that want to drop tp1 or tp2 or any bomb run or htt run, or, etc, etc. That is not to say we should not build in active and passive scanners down the road but I would not mess with the way things work now.

Probes being stuck inside bases after they build, that is a bug, not a feature....
Last edited by Dogbones on Wed Jul 02, 2008 2:51 am, edited 1 time in total.
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beeman
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Location: Huntsville, AL

Post by beeman »

Thanks DB...I'm fine locking this thread. HSharp wins the insult contest.
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"What if, star sailor, I were to come over your house and punch you in the $#@!ing face?!
Will that finally get you to shut the hell up?!?" -- neotoxin
Anguirel
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Joined: Tue Mar 09, 2004 8:00 am
Location: El Pueblo de Nuestra Señora la Reina de los Ángeles del Río de Porciúncula

Post by Anguirel »

From a game design perspective, a bug which adds more than it detracts becomes a feature. For reference, see skiing from the original Tribes - a bug which vastly added to the enjoyment and tactical options for the game, and when they attempted to remove it, the patch was revoked within 24 hours from the community outcry, and it became an intended feature in subsequent games of the franchise.

#1 - Increasing sig helps one to seek out eye - which allows one to know something is around, though not necessarily what. A bug, sure, but not something major and not worth spending arbitrary dev time to fix (though it wouldn't hurt much to do so). If someone able to fix code really wants it gone, great, they can do it themselves and I doubt most players would even notice.

#2 - Intended, though not necessarily a great idea. I'd say this probably is a bug, however removal would require a lot of retuning and rebalancing. If it got "removed" it'd need to end up a core-allowed switch to prevent older cores from becoming unbalanced even more towards Expansion.

#3 - I've always thought it would be nice to have sensors be able to be deactivated for ships (any ship) which would reduce signature and eliminate giving eye, but also leave you almost blind -- you could, perhaps, see anything that would have given you eye pre-sig-reduction. Good probing would, of course, greatly mitigate that effect. The main reason to keep eye, though, is probe removal more than ship-tracking. Again, the biggest limiting factor to removal is that it would require a major retuning and rebalancing to occur, and older cores would become unplayable unless it was a core-enabled switch. And I think we're still at the point where we really don't want to be messing with the core format (though it might be about time to revisit that).
Last edited by Anguirel on Tue Jul 08, 2008 8:50 am, edited 1 time in total.
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Adept
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Post by Adept »

The Eye is brilliant and an extremely important feature. Allegiance would suck eggs without that.
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Duckwarrior
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Joined: Thu Jul 03, 2003 7:00 am
Location: la Grande-Bretagne

Post by Duckwarrior »

Umm, why would you have a signature value if it didn't relate to how visible you are? Quiet ships whisper, and so can't be heard from far away. Loud ships have mighty bass drums that announce their importance!

Just because I am a quiet mouse, and can hear your noisy hippopotamus approaching, doesn't mean you can hear me tiptoeing towards your cheese store. If you were an elephant though, with big flappy ears, you'd probably hear me before the hippo would.

~Edit: Turn your ship away from the target if you don't want the enemy to know you are watching them, this of course makes you virtually blind to anything sneaking up behind you. Think of it like putting your little mousy fingers in your ears. Consider it one of the vital skills that you need to perfect, after you have gained the more academic skills that cadet provides you with.
Last edited by Duckwarrior on Tue Jul 08, 2008 10:50 am, edited 1 time in total.
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