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Author
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Topic: new ideas/continuum
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DEAF Moderator Posts: 194 Registered: Aug 2000
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posted 11-06-2001 04:35 PM
Finally, it seems like continuum might have something going for it rather than stopping twister and some other lag cheatsIf 0.37 works out, i suggest we go continuum only so we can add new ideas like: * made ship radius part of ship settings so it is possible to make ship that squeezes through 1 tile wide hole or a capital ship with size 5x5 tiles (you can also make appropriate graphics for it using graphics download functionality) * added map graphics objects. map designers can place any image (also animated images) anywhere on the map now, so map design is no more limited only by tileset. further more, these graphics objects can be attached to certain events (enter zone, enter arena, death, kill) or commands issued by moderators. it is also possible to move these objects around using bots * added screen graphics objects. screen graphics objects are similar to map graphics objects, only they are not in certain place on the map, but user screen. some ideas for screen objects: arrow pointing to enemy with flags, powerball, etc, controlled by bot; clock showing time till end of league game, splash screen when you enter zone caps that were 5 x 5 tiles would be sweet, then we could have a map where some places were inaccessible to caps, and fighters have to go through, or maybe just shortcuts for fighters in bases, just some ideas more at ../ubb/Forum21/HTML/000795.html DEAF IP: Logged |
Chicken-Man- Member Posts: 158 Registered: Oct 2001
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posted 11-06-2001 05:50 PM
some nice ideas deaf, prtty cool, but a big cap or a small fighter would take some gettin used to, thee map designing sounds cool CM - swz foreverIP: Logged |
doctord Moderator Posts: 93 Registered: Apr 2001
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posted 11-06-2001 08:15 PM
I thk the lag issues need to be ADDRESSED first before any other changes are made that might increase lag further.DOC IP: Logged |
just a decoy Member Posts: 253 Registered: Oct 2000
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posted 11-06-2001 08:57 PM
These new features are going to be so fun to play around with. I am sure swz will end up using/testing them. SWZ sometime in the near future will go continuum only, as will all zones connected to ssc billing. Doc: pm is working with the lag settings and I think the plan is to be more laxed about them. A big part of swz lag has to do with evil exodus (just do a trace). Unless a more stable host is found (remember this is free folks) or someone is willing to donate $$ or a free host we have to use what is available to us. Compared to some other online games that you have to PAY for. SSCX is really not that laggy. It's a double edged sword. If they allow higher pings/ploss then ppl complain about tanking and lagging into bases... IP: Logged |
Chicken-Man- Member Posts: 158 Registered: Oct 2001
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posted 11-07-2001 08:12 AM
ugh wrong post CM - swz forever[This message has been edited by Chicken-Man- (edited 11-07-2001).] IP: Logged |
Raynor Moderator Posts: 910 Registered: Aug 2000
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posted 11-07-2001 10:21 AM
fighters 2x3 or 2x2 (dont know what they are now) and caps 5x5 or 4x5, that would be cool, a swz cap is just a strange small ship with to many nrg, this way it becomes a bit more fun and realistic.Rayn IP: Logged |
Slyth Member Posts: 461 Registered: Dec 2000
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posted 11-07-2001 03:28 PM
I love it. I'd like to know what would happen when a cap is turreting on a fighter. Would it be large or small?  IP: Logged |
just a decoy Member Posts: 253 Registered: Oct 2000
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posted 11-07-2001 04:02 PM
I would guess small slyth. So for tight spots in a base cap would either need to take the "long" route or turret a smaller ship. So you would not want to attach to a noob for a ride as they like to kick you off sometimes  These new features once we go cont only would require a new map if we plan on using the larger/smaller ships. Plus with the new graphics we can use the possabilities are endless. IP: Logged |
Chicken-Man- Member Posts: 158 Registered: Oct 2001
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posted 11-07-2001 04:13 PM
what about vise versa to sly's question?? fight turretting cap? CM - swz foreverIP: Logged |
Slyth Member Posts: 461 Registered: Dec 2000
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posted 11-07-2001 04:58 PM
would be kinda funny when a cap turreting on a fighter flies through a small tube and the fighter dies  IP: Logged |
TPS Member Posts: 1647 Registered: Sep 2000
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posted 11-08-2001 03:00 AM
Hmmmz, a point there Slyth Isn't there a way to make it warp back to the entrance of the tube? Sorry I don't know what is and what isn't possible, hence this question.And btw, big caps and small fighters is realistic yes, but caps "shrinking" when turreting?? I'd love to give all this stuff a try though, so for once drop that line. *The settings will not be changed*. =P -TPS *edit: typos in a small post grr [This message has been edited by TPS (edited 11-08-2001).] IP: Logged |
Demonspike Member Posts: 162 Registered: Jan 2001
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posted 11-11-2001 11:53 PM
Just wonder, how interesting will a game be if the cap ships can't attach, or rather, attach at a very high bounty that they can't green? Pretty interesting as teh caps gotta stay alive in base, cuz if they don't they gotta rocket all the way backIP: Logged |