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 PostPosted: 20 Dec, 2009 
 
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Exavier Macbeth wrote:
Actually restoration & Lambda combined wouldn't be that bad of a combination. As long as it was set up correctly.



Think this idea has much potential. Would be very cool and unique combination.

Merry Christmas Exavier! 8)


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 PostPosted: 20 Dec, 2009 
 
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@aeoncleanse: Well see here is another problem. The Lambda relies on distance for its effect to work. Otherwisethe projectile won't change course fast enough to keep from entering the units collision box anyway. Because of the size of LABs & formation density I can almost garentee these fiels will overlap making them that much more impossible to get through.

For what you want to do, a delay death system, there are other mechanics people have created that are designed to me more predictable & easier to manipulate then the Lambda. For example I think resin has a phasing system where when a unit is phased out it takes only about 20% of the total damage thrown at it. TVg has a system to render a unit unkillable for a short period of time.

In essense the lambda system was designed to be higherly unpredictable which means its harder to decide on a balance that is acceptable.

EDIT: The trick to balancing is being able to overlook the "coolness" of an ability and see what happens when its spammed. An ability may look neat and function well on a 1v1 unit ratio but can often be horribly broken when used in large groups.

@MagicSoul: hehe you too.


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 PostPosted: 20 Dec, 2009 
 
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OK, I concede that point. Well done. Though if I were you I would consider asking TVg if you can use his system, as that sounds pretty good as well as cool and Seraphim-like. Scout approaches base, is shot, has all guns switched off and gains invincibility effect for 5 seconds, wears off, gets shot dead. Also not of real benefit in combat, but for scouting.

Note: Is there a 'dice roll' mechanic in SupCom lua, like, to calculate %age affects? like, if x hits y, there is a 10% chance for z to happen. Does it depend on what x and y actually ARE? (units, entities, etc). If so, fun stuff can come to light.


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 PostPosted: 20 Dec, 2009 
 
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I just don't see the point. Besides this unit pack is for "unit additions" rather than modifying existing units. So changing the Seraphim Scout/LAB isn't gona happen here.

And yes you can script a random generator but remember everything you script has a processor cycle cost. On an individual unit it may seem meaningless but spam 100+ of those units on the battlefield and you may end up with an oticable system drain.


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 PostPosted: 24 Dec, 2009 
 
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Hmm well still undetermined if a new version of SpecWep will be released this weekend. We will see how it goes as I have plans both tomorrow (Friday) and Saturday with the family.

That being said if I do get time sunday to work up the effects on the weapons for the new systems then chances are we will see a release sunday night. And believe it or not we did get all the animations for the Aries done so there will be 3 new units in the next release.


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 PostPosted: 25 Dec, 2009 
 

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Thats great news!


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 PostPosted: 26 Dec, 2009 
 
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Making an on-and-off lamba emitter would be really easy, actually.

Field starts in on state. When hit with a projectile, it forks a countdown, and tags + bounces each projectile that hits until the countdown finishes, wherein it goes to an inactive state whose Main() does the downtime countdown, after which it returns to the on state, ready to deflect new projectiles.

This could be balanced to reflect every projectile that contacts it with no real 'rate of fire' so long as the inactive time is sufficiently longer than the active time, and is at least 8-10 seconds long to account for lone frontloaded units. A percent chance to reflect each projectile during its active state would also be an easily-implemented option.

Using something like this on a light unit would work fine, although you'd want the cooldown time to be something on the order of 15-20 seconds with a very short activation time and a small enough radius that splash will still kill it. It could be used to make the unit very effective at fast hit-and-run, but easily killable if it stays in range too long.


If you're at all interested in using something like this, I could probably whip up a script and test it as soon as I have time and get FA reinstalled. PM me.


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 PostPosted: 03 Jan, 2010 
 
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Exavier Macbeth wrote:

That being said if I do get time sunday to work up the effects on the weapons for the new systems then chances are we will see a release sunday night.


/Search ALL

:( :evil:


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 PostPosted: 03 Jan, 2010 
 

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X-Mass Holydays time ! :wink: :P :)


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 PostPosted: 03 Jan, 2010 
 
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@Mithy: Considering I don't see the need for more T1 units or T2 land units I don't see a reason to impliment this. Unleashed adds plenty to the T1 era and even then I don't see the need of some of them.

Besides I have other things that take priorities.

@MagicSoul & Krapougnak: My PC has been out of comission all weekend until right now. I had a lan party on friday and got lazy when it came to putting my PC back together... Something to do with a lack of enthusiazum to clean my desk off :P


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 PostPosted: 04 Jan, 2010 
 
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See, I was thinking more along the lines of implementing this on the Ilhaas to make it potentially more effective at later tech levels. As usual, when I have a suggestion, I'll happily do the coding whenever I have time, as long as it's actually wanted (and even sometimes when it's not!).

But then this is the wrong thread for that, so welp.


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 PostPosted: 05 Jan, 2010 
 
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Mithy wrote:
See, I was thinking more along the lines of implementing this on the Ilhaas to make it potentially more effective at later tech levels. As usual, when I have a suggestion, I'll happily do the coding whenever I have time, as long as it's actually wanted (and even sometimes when it's not!).

But then this is the wrong thread for that, so welp.


Lmao normally I do take suggestions. I am just backloged to heck and back with the new units that I don't see a reason to modify an existing unit... At least not yet :P


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 PostPosted: 05 Jan, 2010 
 
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Exavier Macbeth wrote:
@MagicSoul & Krapougnak: My PC has been out of comission all weekend until right now. I had a lan party on friday and got lazy when it came to putting my PC back together...


Wish I had been at that LAN party!

Was it a Blackops party? :) Are you using Special Weapons v2 yet?

Cheers 8)


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 PostPosted: 05 Jan, 2010 
 
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Lmao
I wish I had LAN parties more often, all the good land groups more or less dried up out here :(

And no we played other games (Unreal 3 being the main one) for the party. Besides it would be hard to play a version of a mod that doesn't even exist in the planning trees :lol:

Remember I use a single decimal point in my version numbers. The next release will be v1.1 :lol:


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 PostPosted: 05 Jan, 2010 
 
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Exavier Macbeth wrote:
Lmao

Remember I use a single decimal point in my version numbers. The next release will be v1.1 :lol:


That's ok... I was attempting to inspire you with that v2 tease :P

But next time you do a Blackops LAN party I want in!

Cheers 8)


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 PostPosted: 05 Jan, 2010 
 
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Actually the next release of this mod is waiting on 2 things atm.

The first is I am workingo n a rewrite for the Icon Support Mod, that is a requirment for this & other Blackops projects, to correct a bug that was recently brought to my attention lmao.

The second is I need to sit down and modify a cpl of effects to keep them from overwhelming the game's particle cap... These are effects created for the Aries :P


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 PostPosted: 06 Jan, 2010 
 
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I just had a thought for the disrupter. You know you said it is meant to do small damage to smaller units? Well, right now it just kills them anyway. However, what if you have it a damagemultiplier on the main gun of, say, 0.5 for all units with the armour category 'normal' ? Since the only units with this (I think) are ground units T1-3 (Experimentals all have 'experimental' armour) it should have the desired affect....


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 PostPosted: 06 Jan, 2010 
 
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aeoncleanse wrote:
I just had a thought for the disrupter. You know you said it is meant to do small damage to smaller units? Well, right now it just kills them anyway. However, what if you have it a damagemultiplier on the main gun of, say, 0.5 for all units with the armour category 'normal' ? Since the only units with this (I think) are ground units T1-3 (Experimentals all have 'experimental' armour) it should have the desired affect....


Lmao because it would still flatten smaller units to the point that it wouldn't matter.

Your average T1 tank has roughly 4% the total health of your average T3 unit. Even manipulating armor values to make it do less damage to said units its still going to outright kill them unless you essentually give them a very noticable god armor stat aginst the weapon... Then the game just becomes rock/paper/scissors.

Besides in all truthfulness such a weapon system would probobly be reverse effect where the shockwave from such a sonic weapon would have more effect on the smaller easier to rattle units than on the moving mountains... But that becomes a discussion of realisum vs balance :P

I knew the unit would be a royal pain to balance properly when I created it and honestly am quite happy with how it turned out. They do hurt like heck but they are extremely fragile :)


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 PostPosted: 07 Jan, 2010 
 
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Just found out it loses badly to ML. Is that right, even with the frickin great beam...?


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 PostPosted: 07 Jan, 2010 
 
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Sounds about right.

Basically the disruptor is a very light & cheap experimental. That beam gives it a heck of an offensive punch but it still only has 26,000 total health on the unit. An ML's primary beam does something like 4000 dps once it gets close enough to open fire. And unlike the disruptor's firing cycle the ML beam is continuous.


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 PostPosted: 11 Jan, 2010 
 
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Just a slight update, the new Shadowsplitter and Aries are kickass.

With some luck you guys might also get the new Sat for the next Release ;D

Mike

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 PostPosted: 11 Jan, 2010 
 

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OrangeKnight wrote:
Just a slight update, the new Shadowsplitter and Aries are kickass.

With some luck you guys might also get the new Sat for the next Release ;D

Mike


Nice! Any idea on when the next release will be?


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 PostPosted: 11 Jan, 2010 
 
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depends on several factors really, main one is a sligth reowrk to teh T4 Blacne for Unleashed, another is the reworking of the Anti-teleport fields in Unleashed, also if say we're close to completing a unitor 2 nor this mod or Alternate Reality, we might wait and just release it all at once when all is ready.

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 PostPosted: 11 Jan, 2010 
 
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lol the biggest reason I am holding off release atm is because I have made changes to the Global Icon Script (which is the required mod for all Blackops Projects). Technically I would have to update every blackops mod to be compatable which is only 1 line of code to do however it has the extra effort of repacking & uploading new versions of about 6 projects.

Since the updates on those other projects are close to being done I deided to wait for the next versions to be ready rather than do a quickfix release this moment. Besides it gives me a little more time for spit polish :P


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 PostPosted: 11 Jan, 2010 
 
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You might want to give it a new default folder name when you re-release it. Some people are bound to still be running older, abandoned mods that require the first version of BOGIS, and they might not realize that it wouldn't be a good idea to overwrite the old version if they have mods that need both.


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