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Scripts v.153
*sam*
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Looting
. You can now change car tyres, refuel from defeated enemies, and reload weapons during the looting phase (all these are done by right-clicking a vehicle you own on the looting screen. Weapons are reloaded if their ammo is 50% or less, tyres are switched if they are damaged and a better one is in the car?s cargo)
· Added a 'clean up' phase automated at the end of looting so any carless characters are automatically put into cars in your loot boxes that have no driver.

Landrunner
Improved landrunner textures (thanks alo!)

Crash damage
I have made high-speed collisions with vehicles, terrain and other objects more deadly, and made it possible for collision damage to go internal even before armour is gone. Roll cages can now be added to vehicles (only when they are first being designed - if you don't see the option at Jake's then please empty your browser cache and try again) and this reduces the amount of crash damage that tends to bypass armour. Many of the stock racing vehicles are now fitted with roll cages.

Wilderness NPCs
Fixed the mistake which was spawning a lot of the newer NPC wilderness cars with just one character in.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 11, 2007, 4:30 pm
*viKKing*
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Woohoo! :cyclops:

I wish I could play more often... :stare:
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vet cont zom slay2013 marshal wv

Posted Nov 11, 2007, 6:54 pm
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And enemy Damage is now numberless (works too)

more edgy now

COCO
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vet wv

Posted Nov 11, 2007, 8:41 pm
Alocalypse
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I very much like the reload/refuel/retire stuff in looting.
But I somehow ended up with "Fuel 12 of 8" units after S13231 in Advanced Spray. :p

I'm not sure I like lack of exact armor numbers, but I can live without them I guess.

The increased internal damage from collisions is interesting and should be interesting gameplay wise but the it really hurts the NPCs a lot more (perhaps even too much) - when before they simply got 1-3p armor damage when turning around in larger grops of 10+ cars then now injury and weapon damage is quite likely...
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Nov 11, 2007, 9:03 pm
*sam*
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Quote:
But I somehow ended up with "Fuel 12 of 8" units after S13231 in Advanced Spray


Yeah, that was intentional (believe it or not!) - I was forced to work it that way because fuel isn't subtracted until you arrive, therefore it would be impossible to refuel without 'over-filling'. If you get me. But I'll change how it's reported.

Quote:
The increased internal damage from collisions is interesting and should be interesting gameplay wise but the it really hurts the NPCs a lot more (perhaps even too much) - when before they simply got 1-3p armor damage when turning around in larger grops of 10+ cars then now injury and weapon damage is quite likely...


Hmm yes, good point.. have you tried this out? It takes a moderate impact to trigger any internal damage, so perhaps they'll be ok. But I have one hand on the button marked 'tweak'  ;)
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 11, 2007, 9:15 pm
Alocalypse
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*sam* said:
Hmm yes, good point.. have you tried this out? It takes a moderate impact to trigger any internal damage, so perhaps they'll be ok. But I have one hand on the button marked 'tweak'  ;)


Yeah I had a few NPC cars take internal damage like this in the past 1-2 scouts, so it might not turn out to be a major problem, but I'd need to see how it works out on other maps/spawns.

I really feel that this makes things much more exiting though, before having even a few points of armor made you safe from most collision damage, while now... you never know :p
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Nov 11, 2007, 9:39 pm
Joram
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Not sure if I like the new crash damage at all. Ramming wasn't that viable before and now is almost impossible. I've wasted a bit of money already because of weapons being damaged after being kamikazeed by the AI or running into a speedbump.

Maybe I will get used to it but at this point I'm not a fan.
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vet

Posted Nov 12, 2007, 12:59 am
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me personally dont like crash rules but it does make ya less reckless does this make rams and spikes obsolete? what about cars we already own any way to add rollcage for a little protection or just buy new cars?
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vet paintball wv1,0,1

Posted Nov 12, 2007, 1:12 am
Joram
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Yeah, rams and such are pretty much useless atm. It's a shame cause I keep invisioning having a big bad truck that just rams the crap out of people hehe. Now it would be completely unviable.
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vet

Posted Nov 12, 2007, 3:36 am
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Maybe vehicles with rams equiped could use the old ramming rules? That would improve the ram situation a lot.
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vet

Posted Nov 12, 2007, 3:57 am
*Ayjona*
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Since I do only wilderness scouts, I rather like this. Makes it even easier to trick your enemy into hurting himself.

However, what I do not like, after four test runs with the new system, was how vulnerable weapons are. I jumped a very small hill while fighting 8 guys outside of Gateway (me and Rhalp actually won, with just two cars, thanks to tricky driving and the new collision system). When I touched down from the jump, I not only lost three points of armor, but also lost 30% of the health of my front-mounted HMG, and damaged my engine down to 80% something.

And I took both this engine damage and weapon damage when I had 15 points of front armor left on my Buccaneer! My HMG kept jamming every other round through the whole combat. If it is that easy to hurt your own weapons and engine, tricky off-road driving tactics will be far too dangerous to employ.

Worth adding to the argument that started this debate and led to the increased collision damage, is that is it not possible to compare collision damage in Darkwind to collision damage in the real world, because the Darkwind vehicles actually has heavy armor. A real-world car probably only has a few points, while its Darkwind equivalent has anything from a few to 40 points.

Also, while I cannot, in any way, with my very limited knowledge of vehicles and weapons, confirm this, I'm guessing that if we run a few real-world tests where we compare distributed collision damage to the much more area-concentrated damage from real-world heavy machine guns (not to mention canons and ATGs!), we would see that the old ratio between collision damage and weapon damage was reasonably balanced.

But, in spite of this, I like the new collision damage overall. Higher vulnerability means more skill is required, and that tricking your enemies will be more difficult, but also more rewarding. But I've heard complaints about races being very, very hard to finish now, and I've seen the weapon and engine damage for myself and that, I believe, will detract from the gameplay experience.
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vet marshal wv

Posted Nov 12, 2007, 4:09 am Last edited Nov 12, 2007, 6:17 am by Ayjona
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Yikes! 30 bulk for the roll cage in an Apache. That's a whole different price all together. But with Ayjona's reports of damage it will be risky to NOT pay the price. For vehicles that run town to town this will cost valuable cargo space. This may cause some tactical rethink. I foresee the need for sniper skills with lasers to avoid close combat. Even in smaller cars with 20 bulk for the cage it could mean no room for a gunner or limited to smaller weapons.
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marshal vet gateautumn wv e2g0,1,0

Posted Nov 12, 2007, 5:34 am
Ironwolf
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The new ramming makes it impossible to race now. The NPC cars have have no clue how to drive and are always hitting me. I tried it out just to be sure before i came here to complain and my car didn't even make it through the first lap. Some NPC car driving sideways across the track sideswiped me, blowing my tires and causing heavy engine damage in the process.
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vet

Posted Nov 12, 2007, 7:11 am
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I haven't tested the new system, and understand complains, though, I seem to see a little care is needed in car driving, and I think it is very positive.

@Ayjona: at what speed did the collision happened?
Of course weapons are exposed to damages, and damaging them is normal.
Since I'm not playing that much anymore, I'm ahppy to see the Jamming Curse has moved to someone else! :rolleyes:

@Ironwolf: NPCs have clue: win the race. ;)

Maybe reducing the current system by half could re-balance it? as long as ramming devices can be used in the right way.
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vet cont zom slay2013 marshal wv

Posted Nov 12, 2007, 7:54 am
*sam*
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As always, I'm happy to tweak things.. I'll go right now and tone down the new rules a bit, and we can see how it goes from there.

In terms of the viability of rams and spikes, my take on this would be that a vehicle using them would be advised to have a roll cage. Just think of the damage you could wreck on someone with no cage then!
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 12, 2007, 10:01 am
*viKKing*
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Couldn't roll cages be available for existing vehicles with an extra bulk cost?
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vet cont zom slay2013 marshal wv

Posted Nov 12, 2007, 10:08 am
*sam*
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I could just make them fittable to existing vehicles, but it would cost quite a bit extra, and would remove all current armour...?
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Posted Nov 12, 2007, 10:09 am
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Removing armour: no I don't think so, if we do refer to existing and real vehicles, a roll cage can be either internal or external.
Being added after the vehicle has been built should make it more easy to be damaged.

Regarding coding side, yes. When you have armour to be repaired is certainly the right moment to add a roll cage. :)
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vet cont zom slay2013 marshal wv

Posted Nov 12, 2007, 10:13 am
*sam*
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OK, I have modified the new rules. Now, a crash needs to be quite a bit heavier than before for internal damage to happen. The amount of internal damage is also less than before, and the amount of 'spread' is reduced.
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Posted Nov 12, 2007, 10:16 am
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*sam* said:
OK, I have modified the new rules. Now, a crash needs to be quite a bit heavier than before for internal damage to happen. The amount of internal damage is also less than before, and the amount of 'spread' is reduced.


Thanks sam! ^_^
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vet

Posted Nov 12, 2007, 12:20 pm
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