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Posted: Wed May 07, 2008 3:59 pm
by XP105
Well no pods would make defenders lives (in conquest) easier, as they dont have to travel slowly back home if they were podded like in Allegiance.

They can die, then launch 1 second later to help defend. so if we are to get rid of pods, give it a time limit before they can launch again (1 min?)

Posted: Wed May 07, 2008 4:20 pm
by Cadillac
Vehicle deaths should be inescapable, otherwise the game would just be horrible overpowered for vehicles, and there would never be any point in being infantry.

Posted: Wed May 07, 2008 5:10 pm
by theTroy
People should be able to board and abandon veichles at any moment they like though.

Concerning the pods issue, I would propose 2 solutions :

1) $, quivalent of KB, but giving higher advantages than in alleg. E.g. making it worth the effort to save, and if you re-launch with 0$, you are going to be quite useless. $ can be gained by killing enemy, OR over time. E.g. paydays for players to buy better weapons.

This will require that every tech has got its own sub-categories. Such as if you research sniper rifle, you can get basic sniper rifle 0$, advanced 150$ or supreme 500$. Etc.

2) If you are back at base, you have to wait for your equipment to be produced AND delivered to base. E.g. if you got expansion producing EMP grenades, and want to get out of garrison with EMP grenades, you need to wait for them to be produced and delivered to garrison from the expansion by some means.

Posted: Wed May 07, 2008 10:28 pm
by Cadillac
Unless the bounty for killing an enemy is very low, all games would turn into deathmatches (especially larger ones) so I think that perhaps sticking with paydays is the better idea.

Posted: Wed May 07, 2008 10:36 pm
by madpeople
in some games like (e.g. empires mod) you gain money by building things in special places.

in this your payday could be modified by how many sectors you control? and you could get less money from a sector if the enemy is disputing it.

Posted: Thu May 08, 2008 12:35 am
by radruin
Models request: Can someone please model a tank, with the chassis, gun turret, and wheels as separate models? I'm gonna work on implementing multiple vehicles, and I just realized we don't have ANY tanks modeled. PM me for my email address when you're ready to send; Torque uses .DTS files, but if you can't figure out how to export it to that format, just send me what you got and I'll see what I can do.

Also, I'd like to test the feature of mounting more than 1 person on something. Can someone make a vehicle with a driver seat and a passenger seat?

Posted: Thu May 08, 2008 6:37 am
by the_dare
i can convert it if anyone is willing t send me the parts in .max or .obj

Posted: Thu May 08, 2008 7:51 am
by theTroy
I am working on something similar to a tank in Blender. It takes me quite a bit of time to model, since I havent done it for a while /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Posted: Thu May 08, 2008 7:57 am
by Arson_Fire
In mechwarrior games when your mech gets blown up you are ejected into the sky and come down on a parachute. That idea could be used to explain escaping your vehicle.

As for running around on foot podded, if you feel they must have guns, make it so they just have small caliber weapons that only work on other podded guys. No damage to vehicles.

Standard combat infantry would have weapons capable of damaging vehicles, setting charges inside bases, etc.

Posted: Sat May 10, 2008 6:45 pm
by finnbryant
i think even podded people should have weapons, albeit not as good as other infantry, i suggest that everyone has a range of weapons with them when they leave base (even if they are in a vehicle) and if they leave the vehicle they can use them.

however, if their vehicle blows up, a random subset of their weapons are lost and they have to make do with what survived. they might be guaranteed a handgun and some granades , as they can fit them in their pockets.

You could even decide by how violently the vehicle was destroyed, if it got hit by a nuke, they get nothing but a toothpick, if they had been badly beten up eralier and got destroyd by a chance shot with a pistol, they don't lose any weapons at all.

lastly, i would suggest that a death timer is a big no, it defeats the point, which is thatr defending is given an advantage by being close to base and that if at least somebody survives, they can save everyone else the trip home. If you are really worried that people will commit suicide then just increase the incentive to not die, as has been suggested above.