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NPC gang personality
WolfEater
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RSBAre basicly mines but radio triged once so u put that on ground wait  to the car to come and triger it it will blow only 1 sec after u trigger it.
sam plz make mine's and spike in wildness not disapare after some time and make them invisable to the enemy.

Painting
u will be able to pain at the ground to show u'r gang where u want there car's and the road to drive and stuff like that the painting can stay where it is if u chose that it wount vanish and it can vanish after the time u chose.


ok i was thinking about makeing each gang more unike give them there own history and by that there own personality.
u will have NPC gang like:

Xena's Angels that are useing big car's and unike and rare car's but got low skilled charcter's.

Sabre Dogs well orginazed wich mean they got an offical tactic to fight not going in pack's leess then 4 for battle got scouting car's all around to seek enemy and report them with there PRC. the leader of the squat will give order like hold in line, all behaind me get cover behaind the hill and wait for evry 1, morter car get on the hill and start shoting.

Crusaders love to work with Player's alot of time ask player to join them to fight convoy's{pirate player's}

Colt 45 Crew known welled by there weaponery unike and rare stock got evry weapon that been made on there car's.


i can give alot of info and suggestion for formasion of car's and there mix.

evry NPC gang will hate or love difrante gang on the base of realshanship, so u can meet i nencounter NPC gang but still be in truce or join them for fun.

*I got another idea to get new charcter's and buying.
-u will be able to ask for an charcter with this and this abiltyand get an cost on him and u will or will not buy him/u get the opsion to hire him for the week or rent him.

-and evry 5 days u will get a free charcter or maybe make it more then 5 day's and u will chose 2 or 3 abbiltys at lvl 1 or 2 and u will also chose his STR DEX SPD of course u will got a cap if u chose 1 Abillty LVL 1 u will be able get STR DEX higher and the other way around.

-Avange MOD=Once a year u will be able to Avange 1 charcter that died and AVange him to life of course his age will be the same as when he died,
i think Avange MOD should get only fighting Gang and not tradeing Gang's as Fighting Gang get there charcter die when they dident get over 21 or 22 age.

*Abilty to give NPC gang a bounty if u dont want to fight.

*abilty to costimaze u'r squat after encounter and befor u go into another encounter and u would be able to reload put ammo from this car to that and all the other things.

*Hammer Should get his HP upgraded as it not enouth for an Hammer, hammer when he is like 6 or 9 Ton can Accalrate at a hill better then any other car.
u realy dont know Hammer Engine is so power full that it crazy Machin.

Normal Encounter CAP
in each Encounter if it is normal and not Ambush the Difrance betwin the GAng will be 1 to 2 so if u got 2 car's u cant have at the other gang more then 4 car's if the total CR is 200 not more then 400 CR for enemy if u got 5 Charcter so no more then 10 charcter in those enemy car's

so u keep cap on Car's charcter's and CR this will be alot more officant becuz when i do encounter i get 5 vs 20 that not realy fun or 12 vs 4 that also not fun.

in Ambush
the camp will be 1 to 3 so not more then 3 times car's charcter or CR.


Formasion of Orginazed Gangs
very orginazed GANG will get scout car's befor they attack and will go in formasion of 3 or 4 car's at most so it mean's u will get 4 car's that attacking from front 4 cars that attacking from side and also they will attack all togever and not how fast the car come the fast car will slow down to give the tank a chanse to catch up.

Orginazed gang will have also Suport car's with Morter's.

What About Car's Design for Something like Two Axe Lorry is for Tradeing So if u instal in cargo stuff like food water and all it will give u bonus like more bulk or each cargo is takeing 10% less bulk stuff like that.

car's for guns will get dmg bonus or roof for ammo

car's for seeped will get accalrateing bonus or less weight bonus.

and on and on and on u got alot of posabilty's
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vet race1 combat1 wv

Posted Sep 26, 2007, 4:49 pm Last edited Sep 26, 2007, 5:03 pm by WolfEater
*sam*
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Lots of nice ideas as always, wolf, but I'm trying hard to concentrate on camps right now. I keep getting distracted by other stuff like the gazette and contract hits, etc.

AI is much harder than it sounds, seriously. Computers have zero common sense, zero ability to see the 'big picture' or to predict unfolding events that would be blindingly obvious to a human.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Sep 26, 2007, 5:28 pm Last edited Sep 26, 2007, 5:32 pm by *sam*
WolfEater
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*sam* said:
Lots of nice ideas as always, wolf, but I'm trying hard to concentrate on camps right now. I keep getting distracted by other stuff like the gazette and contract hits, etc.

AI is much harder than it sounds, seriously. Computers have zero common sense, zero ability to see the 'big picture' or to predict unfolding events that would be blindingly obvious to a human.


i know that but i realy think if put in the formasion thing this will solv alot of problem's think of group of car's that just  go togever at same speed accalrasion so that will be very easy then only put lil more formasion plus car's difrante formaision and walla:)
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vet race1 combat1 wv

Posted Sep 26, 2007, 5:58 pm
*sam*
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Quote:
think of group of car's that just  go togever at same speed accalrasion so that will be very easy


It's not very easy, I tried to implement this before but shelved it as it was unreliable. In a flight simulator it would be easy, but when you have fast moving vehicles on an uneven terrain, it's not.
I might revisit my partially working code, at some stage,
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Sep 26, 2007, 7:24 pm
WolfEater
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*sam* said:
Quote:
think of group of car's that just  go togever at same speed accalrasion so that will be very easy


It's not very easy, I tried to implement this before but shelved it as it was unreliable. In a flight simulator it would be easy, but when you have fast moving vehicles on an uneven terrain, it's not.
I might revisit my partially working code, at some stage,


that why difrante formasion formasion for less then 60 mph and more then 60 will be in 1 line when the slowest and heaviest at the first as the tank and the faster behaind him so

i can give u alot of formasion solusion for stuff.
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vet race1 combat1 wv

Posted Sep 26, 2007, 8:49 pm
*Toecutter*
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well 1 thing, mines and spikes should not be invisible to opponents for one simple reason: they are dropped and just sitting there, not buried as in a minefield.....maybe for camps a buried mine field may be an option ^^
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marshal vet race1 elmsautumn wv

Posted Sep 26, 2007, 10:35 pm
WolfEater
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*Toecutter* said:
well 1 thing, mines and spikes should not be invisible to opponents for one simple reason: they are dropped and just sitting there, not buried as in a minefield.....maybe for camps a buried mine field may be an option ^^


so at list dont make them disaper after 30 sec
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vet race1 combat1 wv

Posted Sep 27, 2007, 12:02 am
Flaming savage
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:cyclops: :cyclops: :cyclops: ;) ;) ;) i agree with sam %100
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*Posted Nov 21, 2007, 8:59 pm
WolfEater
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*Toecutter* said:
well 1 thing, mines and spikes should not be invisible to opponents for one simple reason: they are dropped and just sitting there, not buried as in a minefield.....maybe for camps a buried mine field may be an option ^^


what about not seen from some distance this will be used with scouting skill's as to mange see around the car.

so make mine's and spike's will be seen only from some distance and from scouting skill.
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vet race1 combat1 wv

Posted Nov 21, 2007, 9:21 pm
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