Pages: [1] |
1. Anti-blob solution? (Line-of-Sight firing) - in Player Features and Ideas Discussion [original thread]
@Krathos That could be a good reason to actually make the ship sizes/shadows (that you can't shoot through) really big I still think friendly fire should be off, and DEFINITELY no neutral party damage (or Concord will kill people). But hav...
- by Jacmert Corra'Halcyon - at 2009.02.23 03:05:00
|
2. Anti-blob solution? (Line-of-Sight firing) - in Player Features and Ideas Discussion [original thread]
Here's the big question - if the technical issues could be solved, do you think this gameplay change is worth considering? - Faction Warfare - Minmatar Militia Jacmert
- by Jacmert Corra'Halcyon - at 2009.02.22 00:12:00
|
3. Make the Carrier a Carrier please - in Player Features and Ideas Discussion [original thread]
Yah... I think this kind of thing might work better if applied to motherships and/or titans So I wouldn't throw out the idea; I'd just apply it to a larger ship class than a carrier. P.S. I don't think you need windows. You could let ships dock...
- by Jacmert Corra'Halcyon - at 2009.02.22 00:05:00
|
4. Anti-blob solution? (Line-of-Sight firing) - in Player Features and Ideas Discussion [original thread]
2. LoS should not have disastrous, unintended effects. I'm going to say that at least when LoS is first introduced, we should ignore the possibility of friendly (or netural) fire. People will freak out. I think it's possible to have friendly fir...
- by Jacmert Corra'Halcyon - at 2009.02.19 05:21:00
|
5. Anti-blob solution? (Line-of-Sight firing) - in Player Features and Ideas Discussion [original thread]
NOW, about the GAMEPLAY dynamic of Line of Sight combat: Part of the goal is to not make LoS firing a very sensitive thing, as if you're balancing on a razor's edge between hitting your target or not hitting your target, and you're never really ...
- by Jacmert Corra'Halcyon - at 2009.02.19 05:18:00
|
6. Anti-blob solution? (Line-of-Sight firing) - in Player Features and Ideas Discussion [original thread]
One idea for LoS calculation optimization: What's one possible way of reducing the LoS collision check from an O(n) problem to something faster? Well, the obvious trick would be to get around the need to check with EVERY single ship on the grid...
- by Jacmert Corra'Halcyon - at 2009.02.19 05:15:00
|
7. Anti-blob solution? (Line-of-Sight firing) - in Player Features and Ideas Discussion [original thread]
Edited by: Jacmert Corra''Halcyon on 19/02/2009 05:17:13 Originally by: Astria Tiphareth Already been suggested and debated quite a lot. Most popular guess is that it would cause lag. It also has some interesting side effects. See her...
- by Jacmert Corra'Halcyon - at 2009.02.19 05:14:00
|
8. Anti-blob solution? (Line-of-Sight firing) - in Player Features and Ideas Discussion [original thread]
Edited by: Jacmert Corra''Halcyon on 17/02/2009 02:22:01 Originally by: Taedrin Line of sight calculations requires ray-tracing. Ray-tracing is a relatively expensive operation for a server to perform, considering that it must do this ...
- by Jacmert Corra'Halcyon - at 2009.02.17 02:19:00
|
9. Anti-blob solution? (Line-of-Sight firing) - in Player Features and Ideas Discussion [original thread]
Yeah, that's a good point. I've thought of that challenge, too. If you're not too concerned about "precision", I'm sure you can use a lot of approximations to make the calculations much simpler. This could even work in favor of the gameplay, beca...
- by Jacmert Corra'Halcyon - at 2009.02.16 21:55:00
|
10. Anti-blob solution? (Line-of-Sight firing) - in Player Features and Ideas Discussion [original thread]
I've been thinking about this for awhile, and this might take awhile to implement (maybe a ways down in the future). But I think the major reason blob tactics work is because of the ease of focusing fire on a primary target. But when we thin...
- by Jacmert Corra'Halcyon - at 2009.02.16 21:26:00
|
Pages: [1] |
First page | Previous page | Next page | Last page |