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Viewing 15 posts - 766 through 780 (of 782 total)
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  • in reply to: Better or Worse #10784

    Ebonite
    Participant

    the pic in the upper left has an arrow (pointing towards us) indicating wind direction with the wind force annotated on the side. The pic in the upper right with the “A” shaped object shows the top-down view and the current camera angle. My understanding is that Storm clouds are still in the works.

    I like the new look. It sure makes it easier to see all the relevant information. I would assume all the windows can be toggled at user preference. Would there be a way to change or toggle the window backgrounds? The light blue just doesn’t strike me, but that is just a personal preference, and maybe it works best over all the different terrain types (lava and hell islands being really dark). I’d like to see maybe olive or tan kind of military colors, or maybe just clear? It would probably be too much work to allow user customization when the time would be better spent on new and better game content. I do like the semi-transparency. Nice touch. What does the top status indicator on the tank window refer to?

    in reply to: Request: Could you fix chat and add this feature… #10774

    Ebonite
    Participant

    Is there a way to make the console scroll-able? If I type “help” or whatever in the console and all the available commands start listing, I can only see the last half or third, and there is no way I can find to see the earlier command options (the ones that have scrolled up off the available screen).

    in reply to: O’Reilly Network Scorched3D interview #10750

    Ebonite
    Participant

    I think navies would rock. Some work would have to go into balancing their mobility versus what weapons they can use and/or their rate of fire. (i.e. they either move or shoot in a given turn, or they can do both but can’t use weapons above a certain weapon level, or they can do both with all weapons available and whatever movement they use reduces their available shot power accordingly, etc.)

    Maybe you could add aircraft with GPS bombs and cluster munitions (i.e. gravity based weapons in addition to “launched” weapons), along with air-to-air missiles for opposing aircraft. Instead of shields they would use flares, chaff, and ECMs like jammers and such. (Well, maybe give them shields at first until the rest can be coded, unless it is determined that shields work fine and the rest aren’t needed. But what would aircraft do with parachutes, then?) Ground based tanks (including naval units) get new weapons like FLAK, AAA shells, and surface-to-air missiles (radar-guided, infra-red, etc.) If the mathematics aren’t too involved, aircraft could have the added danger of intersecting with weapon arcs from ground forces

    I recall there being some discussion about limiting the type of weapons and defences players could use based on the type of tank they choose. Turrets would get the broadest range of weapons and defences, but would not be able to move, whereas “vehicle” types have some movement and fewer weapons and defences, and helicopters get the most movement and the least available weapons and defences. Mabye you add that and have a “standard” game where all tanks get all weapons and they have to buy fuel for movement, and have a “mobile” game where movement is inversely proportional to weapons as described above.

    New game types could be evolved like “Destroy the Base” where two teams (or more) each get a “base” around which the team’s fighting forces (err, “tanks”) are arrayed and a team is eliminated once either their base is destroyed or all their fighting units (again, “tanks”) are wiped out. “Alien Invasion” where pods drop from the sky during a normal game and players have to defend against them while taking out opponents. Or just have everyone against the aliens in an endurance test.

    Or I could shut up and let you guys make the game you want to. 🙄

    in reply to: Holographic Decoys #10670

    Ebonite
    Participant

    How about making decoys available from the misc list along with parachutes and shields, limit three or less (don’t want to overload the graphics or promote abuse), and price TBD. They would have to be bought each and every round you would want to use them (one use only, like shields). Once purchased, they appear near your tank at a random angle within a certain (short) radius. This way, when the new round starts, opponents have a general idea of your location, as evidenced by the multiple tanks with your name, but they can’t identify which is yours.

    (Of course, a way to log which tank model you are using would have to be developed so that the decoy would use the same exact model. Maybe a cheaper version could be available that would use random models?)

    Decoys can’t shoot, but on every turn, they are assigned a different turret angle and elevation, say, like an AI is assigned to aim for them. In “Simultaneous” play, it would be very hard until the later stages of the round to identify which tank is actually firing, but by that point, the decoy will have served its purpose, and there should be far fewer opponents to worry about. In “Turn-based” play, well, decoys wouldn’t be all that useful.

    “Decoys” are exactly that. An object used to draw attention away its owner. Once hit, they are simply removed instead of showing damage. They do not benefit from shields or parachutes and do not set off a “death-throes weapon”. Probably will have to exempt them from death messages as well.

    If you’re looking for all kinds of whistles and bells, you can try brainstorming “clones” that can move and use weapons and defences. I would think, though, that such an addition would be prohibitively expensive. Although, it does open up new possibilities. Imagine a “remote” that only moves each turn and seeks out the nearest tank and attempts to blow up on it (anyone remeber Dead Pool?). A “trailblazer” type clone that attempts to clear firing paths through mountains for you (useful on maps where height is set to 100, not that I play those…). Wow. Now you got me thinking… 😉

    in reply to: Baby Missles #9805

    Ebonite
    Participant

    well, it would be good for “sighting” in on an opponent where a near miss would not kill them and then allow them to resign from the round on their next turn. a baby missile will oly kill an opponent with a direct hit, otherwise it only does some damage. and with the availability of parachutes, baby missiles do less damage in later rounds, since falling does not compound the damage already delivered. no 5000 points for you if you don’t kill them.

    in reply to: Possible bug – unable to use + key to increase power #9432

    Ebonite
    Participant

    Infiltration 2.9

    in reply to: Possible TODO list addition #9753

    Ebonite
    Participant

    already added to next version. i think they will break it down by weapon class, as well, i think?

    in reply to: Possible bug – unable to use + key to increase power #9430

    Ebonite
    Participant

    nah, ’tis the other game i’ve been waiting over two years for. I’m sure you guys will have several versions out within two years. 😉

    in reply to: Possible bug – unable to use + key to increase power #9427

    Ebonite
    Participant

    and I’ll make a guess that it makes it impossible to estimate a release date?

    ah, no problem. I’ve waited over two years for a game. it should be out next month tho. 🙂

    in reply to: bug when resign move #9769

    Ebonite
    Participant

    More info on the situation when you resigned might help the designers fix the problem.

    I agree with the turns issue, but changing it would be up to the designers.

    A feature had been added for the next version to allow players to tweak weapon variables (cost, amount, effectiveness) to work out a better weapons balance. I understand that current values are based directly on the original Scorched Earth, and were not adjusted for the 3-D nature of this incarnation.

    I think available weapons can be determined by the “Weapon Level” option when starting custom games. Online players wil have to go with whatever the server settings are.

    Keep in mind this game is still under development, and may never be truly “finished” unless or until the developers are exceedingly satisfied with it or they move on to other things.

    in reply to: Version 36 Screen Shots #9685

    Ebonite
    Participant

    hay, you guys got a rough projection on the 36 release? I want… 😀

    in reply to: Forum Auto Login #9584

    Ebonite
    Participant

    and yes, the above link has me auto-logged in all the time. can you have the Forum link redirect to the SourceForge boards? Aren’t they exactly identical? 😕

    in reply to: Forum Auto Login #9583

    Ebonite
    Participant

    ok, I stay logged in as long as I don’t close my browser. If I close the browser and come back, I’m out again.

    in reply to: Forum Auto Login #9581

    Ebonite
    Participant

    hmm…

    Was on this morning, logged in both through the Log in link above and the bar at the bottom of the forums. It kept the log in when I went through the link, but then I had to log in again just now. Ideas?

    in reply to: Forum Auto Login #9580

    Ebonite
    Participant

    It’s working for me, but I had to log in through the “Log in” link up above. When I logged in through the quick bar on the bottom of the forums, it didn’t work. Just something to check if the same happens to anyone else.

Viewing 15 posts - 766 through 780 (of 782 total)