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Re: New NitroVehicles
Posted: Fri 14 Oct , 2011 11:32 pm
by Takeo
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)
Re: New NitroVehicles
Posted: Sat 15 Oct , 2011 12:02 am
by Azarael
A nice idea.
Re: New NitroVehicles
Posted: Sat 15 Oct , 2011 10:08 am
by PALADIN
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.
Takeo 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 the madness that exceeds TDR2000 and without that things

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).
Re: New NitroVehicles
Posted: Sat 15 Oct , 2011 12:58 pm
by PALADIN
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).
Re: New NitroVehicles
Posted: Sun 16 Oct , 2011 6:18 pm
by blOb
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).
I like these 2 ideas, are they easy to implement?
Re: New NitroVehicles
Posted: Fri 04 Nov , 2011 12:27 pm
by PALADIN
Next idea:
Bender secondseat beammode should deal demage equal to usual shockrifle damage (but usual for bender momentum).
Re: New NitroVehicles
Posted: Sun 06 Nov , 2011 4:44 pm
by Coi
PALADIN wrote:Bender secondseat beammode should deal demage equal to usual shockrifle damage (but usual for bender momentum).
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.
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!).
Re: New NitroVehicles
Posted: Sun 06 Nov , 2011 6:14 pm
by PALADIN
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.
Re: New NitroVehicles
Posted: Sun 06 Nov , 2011 6:33 pm
by Coi
PALADIN wrote:if tweanbeams is occupied by nub bender have no chance to kill far onfoot opponent.
That's why the swap function should be implemented

But alright, I changed thoughts, it would still be nice to have the beam damage higher.
Re: New NitroVehicles
Posted: Mon 07 Nov , 2011 5:01 pm
by PALADIN
Another idea: add recuperative accumulation for the nitro. When driver press brakes (S button, not handbrake), nitro gains additional charge, like hybrid cars IRL.