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27. May 2004 at 2:09 #14555MajorTomParticipant
Lets start a new thread on this so we have it seperate:
Originally posted by Second Chance
It will make the game much more strategic. The players will focus on tactics that do damage without taking it, and they’ll have to make the tough decision of when to get out for repairs. Overall, unless it proves to be completely unworkable, I’m in favor of a low repair rate.
Thats what I was thinking too:
In the earlier MP games we had extremely high repair rates (10 secs full repair) and very high damage values on the weapons to compensate for that. That made the game very “twitchy”; You had to get in there and blast away like crazy, kinda like a boxer going for an ‘all or nothing’ K.O. punch. It didn’t matter much if you got into a head on fight cause you knew 10-15 seconds later you are either dead or you’re fixed.Now its really different 😉
In battle with bots I have often turned away, slapped my Sfoils shut to get max speed and high tailed it for the base to get repaired!
LOL: I thought: OMG! Major’ you are running from a bot [?] [V]
Kinda humiliating, but I think it’s really cool like that.
We’ll see what the others say during play testing.If the idea is to rack up points, then while your sitting around getting fixed everybody else is blowing you away in the scores.
Actually points aren’t really the issue: we don’t have a pure deathmatch game (currently). They are all team orientated and it is nearly impossible for one person alone to make enough points to win.
(Of course you do find “ball hogs” in any game)
The games are also more class based (ship roll) and therefore strategicly orientated too.This does bring up an issue though:
Currently repair is instantianous once you’re docked. Thats a kinda weak point but I’m not sure we can fix it easily.Like you said above the point is you have to make the decision to break combat or not, maybe even ask someone else to cover you, and run for repairs. Going in for repairs takes up enough time as it is. I dunno if a time delayed repair function is necessary. It would be more realistic but, it’s not necessarily fun to sit there half a minute just ’cause someone wanted the game to be real realistic.
To do it, we would need a while loop with a timer, inside a switch case. If someone blew up the station while you’re docked to it the game might go into an infinate loop and just be stuck. I dunno for sure if it’s worth it to take the risk for what it gives us… *points up*
In forward attack situations you’ll probably use the CUV for support and it can only fix you up by 60% of your max capacity anyhow.Regardless of my rather obvious opinion, other opinions are welcomed!
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