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Darkwind: War on Legs
madmax
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Just found this on worth 1000
http://www.worth1000.com/entries/41500/415728c1B_w.jpg
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vet wv

Posted Feb 18, 2008, 1:23 am
Kance Tzu
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I can see crew served weapons such as mortars, recoilless rifles, bazookas, and (very rare) guided missile launchers such as a Dragon or even TOW being a threat to armored vehicles. But single-man portables which can significantly damage a vehicle specifically designed for combat -- as cars in DW are -- should be limited to LAW rockets, grenades, and other such "one-shotters." Even the anti-tank rifles from WWII were crew-served weapons. And any machinegun heavier than a M249 SAW is a crew-served weapon -- even M-60s. Sure, you can John Wayne an M-60, but I can tell you from experience that it's worth very little other than suppressing fire when used in such a manner. It requires extra barrels, lots of very heavy ammunition, and at the very least bipod deployment to really be effective in its intended role.

Just draw a clear line between the above items and pistols, rifles, SMGs, etc. Those shouldn't have to worry about ammo, because they shouldn't be capable of significantly damaging an armored vehicle.

But the morale issue someone above brought up should be addressed. I was taught and practiced the "spider-hole" armor ambush technique when I was a Marine infantryman, and I can tell you that it takes Big Swinging' Nutz to sit calmly in a hole in the ground while tanks roll around and over you, then pop up behind them and shoot a one-shot rocket at the engine compartment. As with most things in combat, it's a lot easier to say it than it is to do it.

There is, however, one other idea that should be addressed in regards to pedestrians: mines. It's possible for a single person to man-port an anti-armor mine, even though they are quite heavy. Dropped in the right place, even one mine could noticeably impact a fight.

Oh, and GREAT GAME, Sam. Just found it two weeks ago and I'm already irretrievably addicted. :D
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vet

Posted Feb 20, 2008, 10:00 pm
*sam*
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madmax: nice pic! We should make a few signs like that up for the racetracks :cyclops:

kance: glad you're enjoying it ;)
yeah, mines should definitely be an option for peds. I'm just working on the inventory side of things right now.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 20, 2008, 10:18 pm
*Diablo Vash*
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this is all sounding great sam, wonder if there will be anything good for peds in racing :P
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vet raceL1 marshal wv

Posted Feb 20, 2008, 10:35 pm
Jansan
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Mines are a great idea.

As for racing D.V., you can do what I did in Road Rash. One time when I got knocked off my motorcyle, I ran to the finish line and crossed it on foot. If that's legal, that means if you have a large enough lead you could still win even if someone blasts your engine if you're close enough to the finish line.

Also, I insist on the ability when in combat to open the car door, punch the driver in the face, pull them out of the vehicle, and hurl them to the ground while they yell out "Not my wheels, dog!"

I kid on that one.
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vet

Posted Feb 20, 2008, 10:42 pm
*sam*
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Quote:
wonder if there will be anything good for peds in racing :P


I was thinking about that one actually. Presumably we should outlaw handweapons in races, and possibly make them contribute to the vehicle's CR in combats and deathraces?
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 20, 2008, 10:46 pm
Jansan
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*sam* said:
Quote:
wonder if there will be anything good for peds in racing :P


I was thinking about that one actually. Presumably we should outlaw handweapons in races, and possibly make them contribute to the vehicle's CR in combats and deathraces?


That makes the most sense. If the CR isn't counted for hand-held weapons, people will just field the heavier weapons (even though I"d hope the lighter weapons have their own pros/cons like most vehicle weapons do, quicker reload, lighter, less inventory space on character, etc).
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vet

Posted Feb 20, 2008, 10:48 pm
*Diablo Vash*
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*starts talking to himself about peds flying out of car windows when a big ram happens or peds needing to get out of the car and run to the side lines to forfit a race*

oh.....i aint got a sick mind or anyhting ;)
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vet raceL1 marshal wv

Posted Feb 20, 2008, 10:56 pm
Jansan
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Diablo Vash said:
*starts talking to himself about peds flying out of car windows when a big ram happens or peds needing to get out of the car and run to the side lines to forfit a race*

oh.....i aint got a sick mind or anyhting  ;)


Haha, it's not like we aren't already shooting each other and getting shrapnel lodged into our brains.
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vet

Posted Feb 20, 2008, 11:01 pm
*Diablo Vash*
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true, but then again a question for sam is if they lose a arm or leg will we see the effect and will it effect them? (sorry sam but had to be asked :p )
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vet raceL1 marshal wv

Posted Feb 20, 2008, 11:03 pm
*sam*
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Quote:
true, but then again a question for sam is if they lose a arm or leg will we see the effect and will it effect them?


No, all characters will visually have all limbs. I don't have the graphics development resources to fix that (a 1-legged character would need totally different animations, etc.) A character with less than 100% activity will however run slower. We can assume that all characters get wooden prothestics or something.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 20, 2008, 11:16 pm
Jansan
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This is very exciting. :) I'm already saving up money for hand-held weapons.
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vet

Posted Feb 20, 2008, 11:24 pm
*Diablo Vash*
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sounds good to me sam.
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vet raceL1 marshal wv

Posted Feb 20, 2008, 11:26 pm
*Diablo Vash*
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any updates on peds sam?
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vet raceL1 marshal wv

Posted Mar 5, 2008, 8:51 am
*sam*
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Still working on them. I'm very busy at work this week and next week but after that I should be able to get a lot done.

So far I have them running around, animated, climbing in and out of cars, getting damaged when hit by cars, switching weapons. Still need to work on several things - hand weapons and related sounds and explosions/particles, vehicles shooting at characters (with blood particle effects and 'pain' sound effects), looting with characters as 'containers'. The whole resignation/demoralisation code will need checking carefully.

We actually have a nice idea about customising characters, which (if it works out) will let you custom-pick colours for jacket, trousers/skirt, and hair.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Mar 5, 2008, 10:01 am
Jansan
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Sounds great, thanks for the update Sam! Really like the custom-color idea.

I know some of the gangs here want to have color-matching clothing and stuff like a gang from the Warriors or sporting "colors" like a real gang, so that'd be a great addition.

http://www.warriorsmovie.co.uk/gangs/images/electriceliminators.jpg
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vet

Posted Mar 5, 2008, 10:15 am
*Diablo Vash*
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Wow sam it all sounds sweet man, some of us noticed the new character info layout and the new equip button and were wonder how it was going.
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vet raceL1 marshal wv

Posted Mar 5, 2008, 12:36 pm
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I was thinking about this today and was curious how hand weapon recoil is going to be handled.  Vehicular / mounted weapons benefit from continuous fire on a target, but generally handheld weapons suffer from it.

What I'm thinking is keeping the continuous aiming bonus, but inverting the continuous fire bonus as a penalty to account for recoil.  This would encourage people to space their fire into "bursts" (ie every other second). This could help balance ped weapons if ammo isn't tracked (being an idea discussed here).  Otherwise I'm imagining uninterrupted shooting from turn two until combat ends.
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vet marshal wv

Posted Mar 11, 2008, 8:28 pm
*sam*
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Quote:
I was thinking about this today and was curious how hand weapon recoil is going to be handled.  Vehicular / mounted weapons benefit from continuous fire on a target, but generally handheld weapons suffer from it.


Probably depends on the weapon type, and the strength of the character firing it? I can see how an MG would do this, but possibly less so with a rifle or pistol? Surely it's more-than offset in some weapon types by the accuracy gained by continuous fire?

Quote:
This could help balance ped weapons if ammo isn't tracked (being an idea discussed here).


It is being tracked.

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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Mar 11, 2008, 8:52 pm
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There should be a severe accuracy penalty for anything but very close range firing from very small (handguns, assault carbines) weapons systems if the pedestrian is moving at a steady pace, and sprinting should make it nearly impossible to hit anything. Unless you have a baseball bat....
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vet deathrceL1 wv

Posted Mar 11, 2008, 9:43 pm
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