Spring:1944 dev and testing
Moderator: Moderators
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Warlord Zsinj
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
psht. star wars fanbois are way more common and more hardcore than WWII buffs, generally.
anyways, this has veered way the heck off topic.
we're getting reasonably close to the point where we'll need skilled players to help find the exploits in the balance - not quite there, but probably in under a month we'll be opening it up to testing by high level players who are interested.
In the meantime, I'm running into difficulty with my new run anim involving stopmoving, so it might be a little longer before that gets implemented. I'm fairly sure I can work it out though, so super efficient run anims (not to mention better looking ones) are still on the way.
In other news, we could really use someone to help craft pretty explosions and muzzle flashes and such, since right now we're using a single explosion of quantum's at various sizes. SO, if you're a guru with the CEG, get in touch in #s44 on the client or PM me, since we'd love some help with that.
anyways, this has veered way the heck off topic.
we're getting reasonably close to the point where we'll need skilled players to help find the exploits in the balance - not quite there, but probably in under a month we'll be opening it up to testing by high level players who are interested.
In the meantime, I'm running into difficulty with my new run anim involving stopmoving, so it might be a little longer before that gets implemented. I'm fairly sure I can work it out though, so super efficient run anims (not to mention better looking ones) are still on the way.
In other news, we could really use someone to help craft pretty explosions and muzzle flashes and such, since right now we're using a single explosion of quantum's at various sizes. SO, if you're a guru with the CEG, get in touch in #s44 on the client or PM me, since we'd love some help with that.
well, some of the current testers are probably in that range, but they're all gotten used to the accepted style of play, so they're not as effective for finding exploits. you all are fantastically helpful in refining the gameplay and balance, but we'll need some fresh sets of eyes at some point. I plan on getting Helly (Hellspawn, for the unfamilar), at least, to play a fair bit. hopefully others will follow him.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
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Warlord Zsinj
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
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SpikedHelmet
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
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SpikedHelmet
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
idea: to make engineering vehicles useful beyond when theyve made the tank yard, you could put in a vehicle recovery system; give engineering vehicles the ability to ressurect and make knocked out (not brewed up) corpses ressurectable. this way a tank that has been knocked out suddenly becomes an important objective. the only problem i found with this idea is that recovering an enemy tank wreck will result in the unit playing its native sound effects, ie a british recovered german tank will still talk german..
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SpikedHelmet
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
Another note/bug, engineering vehicles die to one hit from an AP mine.
It would be useful if they also doubled as battlefield builders/reclaimers - reclaiming enemy stuff for energy is good, but generally enemy stuff would be in combat zones.
Also, I feel like engineering vehicles are built too fast; they should take quite a bit longer to build.
It would be useful if they also doubled as battlefield builders/reclaimers - reclaiming enemy stuff for energy is good, but generally enemy stuff would be in combat zones.
Also, I feel like engineering vehicles are built too fast; they should take quite a bit longer to build.
