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Darkwind: War on Legs
This member is currently online darthspanky
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ive never use hang guns but a question on training in handgunner skill would handgunner be able to be learned faster? maybe characters could earn handgunner points quickly at first then slow off after they get like 20 or more most players probly dont have very many handgunners in there gang and would be hesitant to use there high skilled gunners in a ped shootout with low handgunner skill. if we made handgunner faster to train at first 20 points might give everyone equal footing for established characters? just an idea.

will we be able to use peds in the city im looking forward to starting many bar fights lol
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vet paintball wv1,0,1

Posted Feb 14, 2008, 9:51 am Last edited Feb 14, 2008, 9:59 am by darthspanky
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having peds walking around the town would be awesome, and having them spectating event as well....

ped weapons could do damage to vehicle if all armour is gone from a facing..

make damage per cars but it they only get like .25 damage per hit. the war would be over before they got through 20 points of armour.

peds walking around to cars that cant move with a shotgun they poke in the holes through the metal firing thousands of little jagged metal pellets would be a cool effect!

an army of 50 peds would do damage to a car in real life with anti tank weapons but then turning on a group and firing at them with gatling guns would wipe them out quickly!

seiler, how many rounds per minute would a typical heavy machine gun fire? like 1000?????? isn't there machine guns that fire so many rounds per second??

remember there are large sniper rifles that can crack an engine block from hundreds of meters away. also same weapon can put a huge hole through a man from same distance. would love to have that.

will the ped animations also include their bodies flying apart when hit by machine gun fire? I'd imagine a car rifle would blow a ped in two easily... a 50 caliber machine gun would also take arms, legs, heads, etc.. off and fly in different directions.

just be satisfying to see a head fly through the air or a ped blown apart in 10 pieces from a well placed anti tank shell

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vet wv

Posted Feb 14, 2008, 10:38 am Last edited Feb 14, 2008, 10:41 am by Mad Mike
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are peds going to have attack dogs against other peds as well... that would be cool!

for way way way into the future, can see first person shooter mission growing out of this
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vet wv

Posted Feb 14, 2008, 10:42 am
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hey all:) long 27 day's now this is where i come in and offer of course my knoladge in C V I type battle (and of course it will take too long to program it).

1. ok first question is DMG and regolar car MG will do how much dmg to a person.
2. STR will detarman final weight that the person can carry?
if it does do know that STR do nothing about that it only about 1 thing Courage(Gutts or how we call it "RABAK")

Example I weight 67-70 KG i can carry about 30-40 KG at Battle(wich mean's run fast shot reload and run up the mounten prone and hit the target from 200 M in the head)

but in total i carry about 60KG for extra ammo and food.

now we got in out squt another guy that is about 90 KG kick boxer that think only of him self he cant even carry 20 KG.

3.the count of worrior that fight on foot will be in the count of charcter that u can held in the gang?


now i explain how do i would love to see this feature.
implant Urban envirmant into the game so Squat's that working in the Gorila fight style.
make worior's and charcter diffrante warior's can get there STR higher as they run and work out Warior's will have only few skill's to learn like hand gun's/ project gun's/ Tactic's /Heavy Hand gun's/ Medic/Stealth/ Mining/ Hideing/1 of the squat that assaing will be able to learn driveing wich he will drive the car that support the warior's .

open eara fight style:
of course Prone is needed be able to controll the hole squat with only pressing on the commander.
like make the in a tactical move's
like if they see enemy the get all at 1 line and start runing 30 M each time it depand what the commander say.
a squat is 12 wariror plus 1 commander 12 warior get into 3 mini squat of 4 warior in each mini squat.

i will show some tactical move's C= commander L = left squat R = Right squat B=back squat

Move when charcging in a 30 M run each time this how the squat will be in the field.


L C R
B

in each mini squat there name for each warior and his job
mini suqat= 1=mini commander(regolar weapon) 2= Solder 3=LMG(light MG AA Laser+NV/Regolar weapon with Acog 4X and NV 4X)
4=Solder
G=Grande louncher that attached to a weapon

so in the fieald it will look like this L C R }
B } =
L= 3(Semi Sniper) 1(G) C R= 1(G) 3(LMG)
4 2 2(Semi Sniper) 4

B= 1(Number 2 in Heavy MG 3(Heavy MG)
2 4(Medic)
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vet race1 combat1 wv

Posted Feb 14, 2008, 1:09 pm
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Sam was right the first time( not sucking up to DEVs....)

Peds have to be generally ineffective toward cars.

Things would be really weird otherwise

This is basically an infantryman against an APC/AFV type contest - no contest .

Face to face that is !
Go play Midville in Car wars ,

A ped with an MG will move slow and really has to fire from good cover
Grenades from cover will take out a tire in 3/4 turns
One shot rockets will probably be equivilant to current light and mini rockets _ i am guessing a Ped could not do medium rocket damge from the shoulder launch.

Thsi is all consistant with with DW  - damage-wise - and means peds have to fight smart.

I dont think that peds verse cars will be a the big issue !

I think people will want PEDWARS !
New, small maps with urban cover and maybe one vehicle per-side and some kind of territory/loot/technology prize .

The only problem will be the 40 character limit might mean squads are small ( 5 man ?).

This is an area where newbies can excel because the start gate has yet to open ( though one vet have been grooming snipers for a while) and new characters are more viabale for ped to ped combat

COCO
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vet wv

Posted Feb 14, 2008, 1:40 pm
Alocalypse
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*ISHOULDCOCO* said:
I think people will want PEDWARS !
New, small maps with urban cover and maybe one vehicle per-side and some kind of territory/loot/technology prize.


I'm a bit afraid of that, characters on foot will certainly be fun and I trust Sam to balance them well with vehicles, but with special ped missions/maps etc the area the game is trying to cover might be too big and it could become a bit unfocused...
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Feb 14, 2008, 2:03 pm
This member is currently online darthspanky
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maybe make a side gang of peds for each gang and they only use these guys in ped wars? i know im not gunna want to use a good driver or scout who sucks at handgunner on these mission perhaps new players should have an advantage with peds since they need money to buy cars they could do ped type missions
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vet paintball wv1,0,1

Posted Feb 14, 2008, 2:49 pm
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*ISHOULDCOCO* said:
Sam was right the first time( not sucking up to DEVs....)

Peds have to be generally ineffective toward cars.

Things would be really weird otherwise

This is basically an infantryman against an APC/AFV type contest - no contest .

Face to face that is !
Go play Midville in Car wars ,

A ped with an MG will move slow and really has to fire from good cover
Grenades from cover will take out a tire in 3/4 turns
One shot rockets will probably be equivilant to current light and mini rockets _ i am guessing a Ped could not do medium rocket damge from the shoulder launch.

Thsi is all consistant with with DW  - damage-wise - and means peds have to fight smart.

I dont think that peds verse cars will be a the big issue !

I think people will want PEDWARS !
New, small maps with urban cover and maybe one vehicle per-side and some kind of territory/loot/technology prize .

The only problem will be the 40 character limit might mean squads are small ( 5 man ?).

This is an area where newbies can excel because the start gate has yet to open ( though one vet have been grooming snipers for a while) and new characters are more viabale for ped to ped combat

COCO


Special exploratory/salvage missions for pedestrians and stuff would be pretty cool. Like what Seiler was talking about for dismounted missions. I support this! (But heck I'll just be thrilled to see them in.)
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vet

Posted Feb 14, 2008, 6:15 pm
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I'm not really concerned that peds will overwhelm the game, because handgunner skill is unpopular, and risking your 150 driver/scout on foot is pretty foolish.  I don't want to see additional members, either, 50 Is enough! Geez folks, the whole point of the game is risking your people, not having throw away characters that you don't care about. If someone wants an APC and a gang of footmen, it has to come from their own ranks, not some additional retainers to swell the ranks of big gangs even more.

And BTW, trained infantry vs. APC = Dead APC in most cases.  The real power in an APC is the infantrymen in the back.

As for handgun training in your gang-it's been an option since the game went live, if you haven't trained anyone on it, too bad!  They shouldn't train faster than any other skill, you have to spend time & effort on it.  It's one thing to be able to defend yourself at 15 feet with a pistol, and quite another to engage targets at several hundred meters in a stressful situation.


So if you want good footsoldiers, train them...  If you don't, DONT

I'm hoping sam will expand the game with more RPG elements such as exploring ruins, etc, because that stuff is FUN.  I don't see it changing the game focus so that scouting in cars would no longer be profitable, etc.  It'll most likely be more time consuming to run ped missions, and I can't see it adding so much of sam's time after it gets started that he can't work on other parts of the game...

And if you're afraid of how easy your dudes may die, then keep them in the car!

One last edit, most of you guys have no idea how hard it is to kill someone who is lying in the prone or behind good cover, and who has no desire to die!  Simply spraying the area with MG fire usually keeps their heads down, but unless you maneuver on them, you'll run out of ammo before you kill a squad of well trained guys.

Well, I'm gone for two weeks, so I hope sam's ability to weed through the chaff is unaffected while I have no input...
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vet deathrceL1 wv

Posted Feb 14, 2008, 6:28 pm Last edited Feb 14, 2008, 7:55 pm by Seiler
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Agree with everything Seiler said.

Also, my APC will have infantrymen in the back!
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vet

Posted Feb 14, 2008, 6:40 pm
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While having never served in the Armed Forces, I AM an avid War Historian.
Quote:
And BTW, trained infantry vs. APC = Dead APC in most cases.  The real power in an APC is the infantrymen in the back.


Absolutely! In EVERY conflict fought by man since the stone ages, Winning or losing the battles hinged on the "Ground Pounder" the "Man in the Muck"! (Except Naval Battles--that's for you Toe)

I'm also of the opinion that Peds won't overwhelm the game. In fact, If we could convince our "in-house" map maker to build a few maps specifically designed with peds in mind. Abandoned towns with crates of goodies, ravines with hidden tunnel entrances with MORE goodies stashed inside... All would be guarded by the appropriate pirate cars you must defeat in order to get out and search for extra loot. (We should also be able to choose between a regular scout map or a scout/ped map.)

It might take some coding work by Sam to make the loot screen available by clicking a prompt. This would allow the winner of the scout to continue driving around looking for the "stash" the pirates were guarding and get close enough for the peds to exit, search and loot everything available quickly. Sometimes the "stash" might be too far from the defeated pirates to enable looting of the cars too.... So you'd have to pick either the cars or the "stash". "Hidey-holes" might be pinpointed by an 'off-color' tree, or a strange formation in the terrain.

Peds could be made to work for their keep with these ideas, although it would take longer to implement.

Just a few thoughts.

JD
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vet marshal wv cont

Posted Feb 14, 2008, 7:42 pm
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One thing that may need to be emphasized is stress effects, since stress should dramatically reduce a footman's effectiveness, thus courage & leadership, and perhaps some special skills such as discipline training, courage under fire, etc... are much more important for an effective infantry team or squad to operate. Severe stress may not break a man, but it'll definitely reduce his ability to return fire effectively.
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vet deathrceL1 wv

Posted Feb 14, 2008, 11:23 pm
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Seiler said:
One thing that may need to be emphasized is stress effects, since stress should dramatically reduce a footman's effectiveness, thus courage & leadership, and perhaps some special skills such as discipline training, courage under fire, etc... are much more important for an effective infantry team or squad to operate.  Severe stress may not break a man, but it'll definitely reduce his ability to return fire effectively.


Or reduce his 'squad leader' ability.

Specialisms
Handguns
Default is ability to handle a .45 auto.
20 skill: ability to use and handle a Thompson SMG
50 skill: ability to use and handle a BAR/SAW .30 cal auto
100 skill: ability to mount and use grenade launchers on diff weapons.
150 skill: ability to use .50 cal Sniper Rifle. (Must use a 'spotter' to be effective)

-------Continued---------
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vet marshal wv cont

Posted Feb 14, 2008, 11:43 pm Last edited Feb 14, 2008, 11:53 pm by JD_Basher
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JD_Basher said:
I'm also of the opinion that Peds won't overwhelm the game. In fact, If we could convince our "in-house" map maker to build a few maps specifically designed with peds in mind.
JD


Firelight maps sure aren't designed for cars... I can't imagine bandits in that area using them. They'd all be on foot... maybe making barricades you need to blast through. Shouldnt be too hard since we have destructible terrain.
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vet combat1 ped1 wv cont

Posted Feb 15, 2008, 12:55 am
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JD_Basher said:
Seiler said:
One thing that may need to be emphasized is stress effects, since stress should dramatically reduce a footman's effectiveness, thus courage & leadership, and perhaps some special skills such as discipline training, courage under fire, etc... are much more important for an effective infantry team or squad to operate.  Severe stress may not break a man, but it'll definitely reduce his ability to return fire effectively.


Or reduce his 'squad leader' ability.

Specialisms
Handguns
Default is ability to handle a .45 auto.
20 skill: ability to use and handle a Thompson SMG
50 skill: ability to use and handle a BAR/SAW .30 cal auto
100 skill: ability to mount and use grenade launchers on diff weapons.
150 skill: ability to use .50 cal Sniper Rifle. (Must use a 'spotter' to be effective)

-------Continued---------


I wouldn't mind specialities in those aeras, but I don't want hard skill limits on what I can or can't equip. Reminds me too much of level-based games.

I wouldn't mind sucking with heavier weaopns until my skill is higher though. As long as I can equip them beforehand.
.........................
vet

Posted Feb 15, 2008, 1:03 am
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Jansan said:
JD_Basher said:
Seiler said:
One thing that may need to be emphasized is stress effects, since stress should dramatically reduce a footman's effectiveness, thus courage & leadership, and perhaps some special skills such as discipline training, courage under fire, etc... are much more important for an effective infantry team or squad to operate.  Severe stress may not break a man, but it'll definitely reduce his ability to return fire effectively.


Or reduce his 'squad leader' ability.

Specialisms
Handguns
Default is ability to handle a .45 auto.
20 skill: ability to use and handle a Thompson SMG
50 skill: ability to use and handle a BAR/SAW .30 cal auto
100 skill: ability to mount and use grenade launchers on diff weapons.
150 skill: ability to use .50 cal Sniper Rifle. (Must use a 'spotter' to be effective)

-------Continued---------


I wouldn't mind specialities in those aeras, but I don't want hard skill limits on what I can or can't equip. Reminds me too much of level-based games.

I wouldn't mind sucking with heavier weaopns until my skill is higher though. As long as I can equip them beforehand.

Yeah rigid can and can't use doesnt make sense to me.  I dont shoot much but I could still fire a .50 cal albeit not very effectively.
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vet wv

Posted Feb 15, 2008, 1:49 am
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Yeah, I've always had a problem with hard requirements.

I've never thrown a grenade, or fired a shotgun, but I'm sure if I picked one of those up they wouldn't jump out of my hands and say, "You don't have enough skill to use me!"
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vet

Posted Feb 15, 2008, 2:29 am
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OK..I didnt mean "Hard requirements.."
Just a base number of skill to be proficient on the weapon.


newb/0-20 No Targeting or contiuous fire bonuses
Decent/21-30 No continuous fire bonuses/ normal Targeting bonus
Good/31-40 normal Targeting and continuous fire bonuses apply
Proficient/41-50 Normal Target bonus/ +2 continuous fire apply
Marksman/51-75 +1 Target / +3 continuous fire
Mark II/76-100 +3 Target / +3 continuous fire
Mark III/101-150 +2 Target / +4 continuous fire
Sniper/151 +5 Target / +5 continuous
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vet marshal wv cont

Posted Feb 15, 2008, 2:52 am
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JD_Basher said:
OK..I didnt mean "Hard requirements.."
Just a base number of skill to be proficient on the weapon.


newb/0-20 No Targeting or contiuous fire bonuses
Decent/21-30 No continuous fire bonuses/ normal Targeting bonus
Good/31-40 normal Targeting and continuous fire bonuses apply
Proficient/41-50 Normal Target bonus/ +2 continuous fire apply
Marksman/51-75 +1 Target / +3 continuous fire
Mark II/76-100 +3 Target / +3 continuous fire
Mark III/101-150 +2 Target / +4 continuous fire
Sniper/151 +5 Target / +5 continuous



Oh sure then, I'm down with that, JD.
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vet

Posted Feb 15, 2008, 3:01 am
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JD_Basher said:


Absolutely! In EVERY conflict fought by man since the stone ages, Winning or losing the battles hinged on the "Ground Pounder" the "Man in the Muck"! (Except Naval Battles--that's for you Toe)
JD



heheh thanx JD and i'm sure every survivor of the Battle of Jutland thanx u too  ;)
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marshal vet race1 elmsautumn wv

Posted Feb 15, 2008, 6:30 am
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