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Discussion in 'Suggestions / Ideas' started by Kharnellius, Dec 14, 2005.

  1. Kharnellius

    Kharnellius .

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    Last edited: Dec 14, 2005
  2. DA|aBsOlUt

    DA|aBsOlUt DA GOD

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    The post provides good feedback and good points. Please note the following changes in DA1.1:

    • Increased Traced distance for Turret and player Information
    • Medics receive score for healing players
    • Mechanics receive score for building or repairing objects
    • Score award/reduction is now shown on HUD
    • Gametime shows on HUD
    • Numbers have been placed into the GUI choose class/build structure
    • Supported fire HUD indicator (when you are next to sandbags etc you get better accuracy, already happens in beta 1.0)
    • Idle turrets (turrets that do not shoot or found an enemy for sometime) will be
      automatically destroyed after sometime , explosion effects are shown but not real damage is caused.
    • Scoreboard does not show up anymore after you are dead
    • Attackers do spawn much quicker now, defenders even slower but we are balancing this further more
     
    Last edited: Dec 14, 2005
  3. Kharnellius

    Kharnellius .

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    Awesome! I will update then. Are these already changed or are they in progress?

    Also, I am not sure what you mean by this:
    • Supported fire HUD indicator (when you are next to sandbags etc you get better accuracy, already happens in 1.0)
    You have better accuracy if you are next to sandbags? Does this work for turrets AND regular weapons?


    And does...
    • Score award/reduction is now shown on HUD
    ...mean we can now see our individual score on the HUD at all times?
     
    Last edited: Dec 14, 2005
  4. DA|aBsOlUt

    DA|aBsOlUt DA GOD

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    Already done
     
  5. Hunz

    Hunz ...aka [A|K]Leviathan, mkay?

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    Supported fire is applied when you are standing/crouching behind low obstacles. Its a bit hard to describe how it works exactly, but a recoil-indicator will make this much more transparent to the player.
     
  6. Kharnellius

    Kharnellius .

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    Transparent or apparent? This indicator is being added in 1.1?
     
  7. DA|aBsOlUt

    DA|aBsOlUt DA GOD

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    Yes I believe he meant apparent, and yes the indicator will be near ur crosshair in 1.1, in fact we think the indicator will not only adjust when you get supported fire but for everything you do (jump, crouch, crouch/walk, walk, run etc)
     
  8. rich_zap

    rich_zap New Member

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    Thats a good idea, i have often had to go back and remove turrets as a mechanic on some levels. The only issue with that is that attackers could sit still and not attack and all enemy turrets would explode after a while :eek: .
     
  9. DA|aBsOlUt

    DA|aBsOlUt DA GOD

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    And we've thought of that, I forgot to mention, turrets placed by mappers are not affected by this rule and therefore live forever, or until u blow them up ;)

    Attackers not attacking is a bad idea as time drops and defenders can get into positions. And now with mines you do not want to give them a lot of time.
     
    Last edited: Dec 14, 2005
  10. Kharnellius

    Kharnellius .

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    Are you talking about a dynamic crosshair like the one Farcry uses? If so that would be AMAZING!!!

    Wow, this update is sounding like an awesome addition to an already AWESOME Mod. I can't wait!
     
  11. Kharnellius

    Kharnellius .

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    Is it possible to make it that turrets won't be blown up as long as a mechy uses his repair function on it every now and then? I often place turrets in places that act as a last resort protection so they don't see much action until the attackers get REALLY close to the objective. I am normally near them enough though that I could run over and do a "repair" on it to keep it awake/alive even though it is not damaged.

    Also putting a timer over them to let you know how long you have before it goes boom would be helpful. Or a blinking icon could show up indicating its gonna blow in 10 seconds if a friendly mechy doesn't intervene.
     
  12. Hunz

    Hunz ...aka [A|K]Leviathan, mkay?

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    A turret is considered idling if it doesnt do anything and if nothing happens to it. So repairing would reset the counter. A idle-warning alarm can be implemented.
     
  13. Kharnellius

    Kharnellius .

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    So a question for the DA-team. Does the guide I created in the other thread help at all? I just want to know if I should keep updating it, adding things, fixing things, etc. I haven't received a whole lot of feedback as to its usefulness or anything.

    Also anyone have a response to post #10 up there? That question has me greatly intrigued!

    (on I side note I just noticed Hunz = Leviathan....wow! ...took me long enough, lol)
     
  14. Kharnellius

    Kharnellius .

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    They were saying that the crooshair would let you know how much recoil you're weapon would have depending on certain circumstances such as whether you are crouching or not etc. In farcry the crosshair was a dot with a circle around it. The circle increased in size (effectively moving away from the center dot) to indicate less accuracy/recoil when you were running, standing, things like that. If you lay prone though the circle would get REALLY small (or closer to the dot, however you want to see it) indicating your accuracy/recoil was low.

    My question, is that the kind of indicator aBs was talking about?

     
    Last edited: Dec 16, 2005
  15. Kharnellius

    Kharnellius .

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    Which one's are already in DA2 1.1 that I have listed? I will update the page to reflect them as completed.
     
  16. Dest

    Dest DA Team

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    We've had dynamic crosshairs like that, but somehow they got huge when shooting. So they were removed.
     
  17. Hunz

    Hunz ...aka [A|K]Leviathan, mkay?

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    Ill find a way.
     
  18. Jackal239

    Jackal239 The Smacker of n00bs

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    Scale the crosshair size down. The standard UT2004 ones were obscenely large to begin with.
     
  19. Kharnellius

    Kharnellius .

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    And they don't have to be uber complex to be effective. Employ the K.I.S.S. method religously. :p
     
  20. Kharnellius

    Kharnellius .

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    EDIT: This is not a bug.....I'm just a noobtard.

    Found a new bug that you may find interesting.....

    B.W.5. [7] (Incomplete) - Machine Gunner's machine gun - Reload animation only shows reload of clip/box when you use the reload button. However, if you run out of ammo and it automatically reloads the machine gun shows the reload of the clip/box AND it shows you cock the weapon.
    In other words the reload animation and reload time is not consistent (It is shorter for the manul reload) between automatically reloading after emptying the machine gun and manually reloading at any other time.
     
    Last edited: Dec 27, 2005

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