another idea: adding traps to the vehicle (like 1 oil or so to drop behind you and make the driving harder for others)
New NitroVehicles
- Takeo
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Re: New NitroVehicles
ofc with energy cost
the nitrobar tends to be more and more a general energy thing^^
another idea: adding traps to the vehicle (like 1 oil or so to drop behind you and make the driving harder for others)
another idea: adding traps to the vehicle (like 1 oil or so to drop behind you and make the driving harder for others)
- Azarael
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Re: New NitroVehicles
A nice idea.
- PALADIN
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Re: New NitroVehicles
I support that idea with IonTank forcefield for driver too but only when there is no stomber in bender! Thats important note.
Its stomber job to do that close defence. Driver should have that ability only when there is no stomber.

We have enough spam to compensate lack of roadmines and enought physics bugs and server lags to compensate lack of oils.
Note: if you will nevertheless implement that things at least mines should be destroyable and oils combustible.
But I dont support this idea. ATM the bender that breaked forward already obtains huge advantage because 90% of time its safe from opponents. We still dont have any walk shortways to objectives (I dont mean simple teleports but some hard thin bridges or the trixzones like in SkyRace for the raptors).
Its stomber job to do that close defence. Driver should have that ability only when there is no stomber.
We have the madness that exceeds TDR2000 and without that thingsTakeo wrote:another idea: adding traps to the vehicle (like 1 oil or so to drop behind you and make the driving harder for others)
We have enough spam to compensate lack of roadmines and enought physics bugs and server lags to compensate lack of oils.
Note: if you will nevertheless implement that things at least mines should be destroyable and oils combustible.
But I dont support this idea. ATM the bender that breaked forward already obtains huge advantage because 90% of time its safe from opponents. We still dont have any walk shortways to objectives (I dont mean simple teleports but some hard thin bridges or the trixzones like in SkyRace for the raptors).
bOnO: Calypto, and you plan to correct all the phrases of everybody? We are not all English pros you know...
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
- PALADIN
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Re: New NitroVehicles
Another few ideas suggestion for Izumo.
Hellbenders weaponry
Stombo speed (gameplayerelevant physics)
As I understand, stombo spheres vector is defaultly calculated as (gun_direction+default_speed)+bender_vector, so when you drive at usual speeds spheres launched relatively to bender. If you shoot left or right side, they will fly runaway from bender, but fly in parallel with it movement; if you shoot front, they will runahead bender and when you shoot back at highspeed they will slow behind (while actually still moving forward but slower than bender because bender move_front vector is larger than spheres move_back vector and spheres speed will be bender_speed-spheres_speed).
But! As we can see spheres must be have some topspeed limit, so when we drive benders on nitro speeds while trying to shoot front spheres do not actually fly front as they do at lowspeeds (as they should because its bender_speed+spheres_speed) but hitting the bender (and actually slows it down a bit). So I consider there is some limit for them in native code.
I suggest to increase that limit. Maybe just double it or remove completely.
So shooting spheres can be possible at any speeds and spheres launched forward will runahead bender relatively_equal at any speed. For example when it stands still they fly 5 meters per second away from bender and when it moves fast they fly 5 meters per second away from bender too (while they actual speed will be bender speed + that 5 meters per second).
PS: I understand that programmers got the idea from one sentence, I wrote here so many descriptions to explain everything to everyone. I hope its clear enough.
Stombo color (gameplayrelevant deco)
Ok, tweanbeams was painted to team colors and that became useful advantage.
Now I want to suggest (again) to paint stombo spheres and beams for red teams too (in light redpink, cause blues have light blueviolet).
Hellbenders weaponry
Stombo speed (gameplayerelevant physics)
As I understand, stombo spheres vector is defaultly calculated as (gun_direction+default_speed)+bender_vector, so when you drive at usual speeds spheres launched relatively to bender. If you shoot left or right side, they will fly runaway from bender, but fly in parallel with it movement; if you shoot front, they will runahead bender and when you shoot back at highspeed they will slow behind (while actually still moving forward but slower than bender because bender move_front vector is larger than spheres move_back vector and spheres speed will be bender_speed-spheres_speed).
But! As we can see spheres must be have some topspeed limit, so when we drive benders on nitro speeds while trying to shoot front spheres do not actually fly front as they do at lowspeeds (as they should because its bender_speed+spheres_speed) but hitting the bender (and actually slows it down a bit). So I consider there is some limit for them in native code.
I suggest to increase that limit. Maybe just double it or remove completely.
So shooting spheres can be possible at any speeds and spheres launched forward will runahead bender relatively_equal at any speed. For example when it stands still they fly 5 meters per second away from bender and when it moves fast they fly 5 meters per second away from bender too (while they actual speed will be bender speed + that 5 meters per second).
PS: I understand that programmers got the idea from one sentence, I wrote here so many descriptions to explain everything to everyone. I hope its clear enough.
Stombo color (gameplayrelevant deco)
Ok, tweanbeams was painted to team colors and that became useful advantage.
Now I want to suggest (again) to paint stombo spheres and beams for red teams too (in light redpink, cause blues have light blueviolet).
bOnO: Calypto, and you plan to correct all the phrases of everybody? We are not all English pros you know...
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
- blOb
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Re: New NitroVehicles
I like these 2 ideas, are they easy to implement?PALADIN wrote:
spheres launched forward will runahead bender relatively_equal at any speed. For example when it stands still they fly 5 meters per second away from bender and when it moves fast they fly 5 meters per second away from bender too (while they actual speed will be bender speed + that 5 meters per second).
Ok, tweanbeams was painted to team colors and that became useful advantage.
Now I want to suggest (again) to paint stombo spheres and beams for red teams too (in light redpink, cause blues have light blueviolet).
- PALADIN
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Re: New NitroVehicles
Next idea:
Bender secondseat beammode should deal demage equal to usual shockrifle damage (but usual for bender momentum).
Bender secondseat beammode should deal demage equal to usual shockrifle damage (but usual for bender momentum).
bOnO: Calypto, and you plan to correct all the phrases of everybody? We are not all English pros you know...
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
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Coi
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Re: New NitroVehicles
I don't think that's a good idea, because it will force people even more into just alt-firing all the time, instead of using little combo's which it's made to be used for.PALADIN wrote:Bender secondseat beammode should deal demage equal to usual shockrifle damage (but usual for bender momentum).
Anyway, my idea is that people in Hellbenders (and other vehicles with multiple seats) should be able to swap places when they both pressed the other seat they want (eg. 2 presses 3, 3 presses 2 and they're swapped!).
If this sentence is false, I don't have a signature.
- PALADIN
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Re: New NitroVehicles
Coi, nubs dont think about such things, they will not even note that beam damage changed.
While at hight distance stombo is completely useless and if tweanbeams is occupied by nub bender have no chance to kill far onfoot opponent.
While at hight distance stombo is completely useless and if tweanbeams is occupied by nub bender have no chance to kill far onfoot opponent.
bOnO: Calypto, and you plan to correct all the phrases of everybody? We are not all English pros you know...
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
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Coi
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Re: New NitroVehicles
That's why the swap function should be implementedPALADIN wrote:if tweanbeams is occupied by nub bender have no chance to kill far onfoot opponent.
But alright, I changed thoughts, it would still be nice to have the beam damage higher.
If this sentence is false, I don't have a signature.
- PALADIN
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Re: New NitroVehicles
Another idea: add recuperative accumulation for the nitro. When driver press brakes (S button, not handbrake), nitro gains additional charge, like hybrid cars IRL.
bOnO: Calypto, and you plan to correct all the phrases of everybody? We are not all English pros you know...
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
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