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Re: Offline versions of BallisticPro
Posted: Fri 09 Aug , 2013 3:23 pm
by pilau
How about proximity bullets for the T9CN?
Or how about a slow-mo aiming system like in
Red Dead Redemption?
And how about a variable-length barrel for the coach gun? With a press of a button you can transform it from a sawn-off to a full-length barrel.
Re: Offline versions of BallisticPro
Posted: Fri 09 Aug , 2013 5:08 pm
by Skaldy
>> ricochets
Ah, I still miss the Ripper from UT99 - the satisfaction of correctly aming a projectile to get a HeadShot round a corner.
So long ago now.

Re: Offline versions of BallisticPro
Posted: Fri 09 Aug , 2013 5:18 pm
by Azarael
Slow motion can't be replicated online. As for the Ripper, enjoy your Longhorn for ricochets

Re: Offline versions of BallisticPro
Posted: Fri 09 Aug , 2013 5:59 pm
by pilau
Azarael wrote:Slow motion can't be replicated online. As for the Ripper, enjoy your Longhorn for ricochets

What about the bullet time mutator? If I'm not mistaken, it works online
Re: Offline versions of BallisticPro
Posted: Fri 09 Aug , 2013 6:01 pm
by Azarael
I'm not having players using the T9CN forcibly slow down everyone else in the game while they're firing.
Re: Offline versions of BallisticPro
Posted: Fri 09 Aug , 2013 6:05 pm
by iZumo
Azarael wrote:Slow motion can't be replicated online.
It can, only it will be for everyone

Re: Offline versions of BallisticPro
Posted: Fri 09 Aug , 2013 6:09 pm
by Azarael
Shitty choice of words on my part Izumo. Of course I know that, the Game Speed mutator exists, what I meant was that it's obviously impossible to slow down time for one person.
Re: Offline versions of BallisticPro
Posted: Fri 09 Aug , 2013 6:16 pm
by Butcher
Azarael wrote:Shitty choice of words on my part Izumo. Of course I know that, the Game Speed mutator exists, what I meant was that it's obviously impossible to slow down time for one person.
Just from the local frame of reference relatively accelerate the person clock to get time dilation... works in General relativity...

Re: Offline versions of BallisticPro
Posted: Fri 09 Aug , 2013 6:21 pm
by Azarael
While on some level I'm relieved that I'm having Einstein quoted at me, I must also be slightly annoyed at the fact that you knew what I really meant.

Re: Offline versions of BallisticPro
Posted: Fri 09 Aug , 2013 6:33 pm
by pilau
lol.
That's not what I meant.
Basically, when somebody uses this time-warping weapon, nobody's time frame gets affected by him using it. Everybody keeps on playing at the regular speed while the player's game actually slows down but.
While the player is in bullet time, he can mark his target(s) (if he's quick enough - the bullet time is really short). Then as the bullet time expires, his time frame returns to normal and the fires are immediately shot according to his marks.
Then if according to his time frame he actually hit his targets, these players will get hurt. If not, too bad.
Once the player leaves bullet time you can advance the others quickly to their current positions. Regarding how the other players see the "Neo" guy while he's in bullet time, perhaps the player will just stay stationary, with or without a distinguishable visual effect around him. Or perhaps moving in the same direction and speed (with or without visual effect). That needs to be worked out.