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Posted: 12 Oct 2007, 02:09
by Neddie
Don't forget their uniforms.

Posted: 12 Oct 2007, 03:36
by Warlord Zsinj
So very, very glad I'm not making a WWII game. ;)

Que the nationalist fanboi's!

Posted: 12 Oct 2007, 04:02
by Nemo
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.

Posted: 12 Oct 2007, 04:23
by Neddie
High level as in the current ones, or high level as in professionals?

Posted: 12 Oct 2007, 04:29
by Nemo
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.

Posted: 12 Oct 2007, 04:31
by Neddie
The other veteran of [Gen] now a silent appendage of [WarC]? Fair enough.

We never discussed this, but you are balancing for any number of players scaled to fit maps, correct? We aren't balancing for 1v1 or Team games in particular?

Posted: 12 Oct 2007, 04:41
by Nemo
no, no specific focus on 1v1 or teams. If I had to pick one, I'd probably lean towards 1v1 because it lends itself to more exacting/competitive balance, but team games are much more accessible and fun for the majority of people, so those are very important.

Posted: 12 Oct 2007, 14:15
by 1v0ry_k1ng
cant beleive im going to miss this :(

Posted: 12 Oct 2007, 18:05
by Guessmyname
Warlord Zsinj wrote:So very, very glad I'm not making a WWII game. ;)

Que the nationalist fanboi's!
And yet you are making an SW game!

Que the obsessed fanboi's!

Posted: 13 Oct 2007, 01:51
by Warlord Zsinj
We actually haven't run into any yet...

Atleast, not any that we can't just say 'piss off, we have a direct phone line to lucas to check every laser speed, so go die somewhere'.

;)

Posted: 13 Oct 2007, 03:02
by SpikedHelmet
See, the difference is, anyone else can go fuck themselves. There will be no fucking Romanian/Yugoslavian/Burundian bullshit quasi-fucking faction SHIT.

Posted: 13 Oct 2007, 03:04
by Neddie
Oh, Felix and I beg to differ.

Posted: 13 Oct 2007, 03:35
by SpikedHelmet
THEN YOU SHALL DIE.

Posted: 13 Oct 2007, 09:01
by Neddie
You must die. I alone am BEST!

Posted: 14 Oct 2007, 16:11
by 1v0ry_k1ng
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..

Posted: 14 Oct 2007, 19:38
by SpikedHelmet
We were planning on making actual recovery vehicles at one point, recovery vehicles essentially being combat tanks with cranes and whatever. But giving the eng vehicles recovery ability woudl seem like it'd add more usefullness to them.

Posted: 14 Oct 2007, 19:58
by FLOZi
For a start they should be able to build everything all other engis combined can imo, though perhaps not flags.

Posted: 14 Oct 2007, 21:48
by rattle
neddiedrow wrote:You must die. I alone am BEST!
<airguitar here>

Speaking of flags, weren't there flag/standart bearers?

Posted: 15 Oct 2007, 07:34
by Felix the Cat
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.

Posted: 16 Oct 2007, 23:41
by Neddie
FLOZi wrote:For a start they should be able to build everything all other engis combined can imo, though perhaps not flags.
I think they should have a limited, but somewhat redundant buildtree. T2 logistics, barracks...