But what if the commander uses hovering to plant scavs, navs, and control his/her forces? The ability to hover over the battlefield gives players a generals viewpoint without having to enter that darned relay bunker.
That is exactly why hover was scorned by the community, it no longer required fighting over a location, just launch yourself high enough, send a scav there, enemy miniguns don't do much to ur scav and you own that pool, then once you have all the pools just defend them. Game over, it never required a commander actually venture there. So YES ... pick which one wasn't intended.
1. A commander/thug to go to a location and tell a scavenger to deploy at that location
2. A commander to get into the sat view and command it go there
3. Propel yourself into orbit, then look down and then command your scavengers ...
Its tough, i'll even give you three guesses.
Turrets are less effective than guntowers. Try commanding a IA game on 'hard' with the iceberg map without building ANY guntowers and good luck with that.
Your comparing BZ2 with my proposed BZ3 ... BZ2 has a ridiculous over reliance on overpowered gun towers ... fact. BZ3 will be decigned to NOT be like that at all, to cut the tedious crap that already exists. With that in mind ... I have no idea why your bringing up guntowers, iceberg map, and luck, to retort a statement on deployable turrets.
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1. Yes it is really big and screws up gameplay to have hovering
Hovering tanks and mortar bikes yes, mere scouts not really. There is no indication from the gameplay video I have seen which suggests that scout hovering is detrimental, provided you factor in upgraded AI turrets and make hovering easy to do.
Oh, so you watch a youtube clip involving 2 people using the same strategy and consider it all sweet by the community at large ...
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2. You will never produce a game that has '60 seconds' of fun, a shoot-em-up game is repetitive by nature,
That is your title not mine so go debate yourself on that issue.
Correction, my title was 30 seconds, not 60 seconds, 60 seconds would be implying the game is twice as good as MW2 or Halo for its shooting aspect, which is an unrealistic goal. 30 seconds would be commendable.
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I don't care if you put the manual in the game or pain it on my ceiling,
true that people initially skim manuals before playing but most go back looking for topical information, which is why I would put it in the game.
Skim? Thats an exageration.
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BZ2 terrain is horrible, its got magical trees that you can fly through and its idea of a mountain is just a really big pile of sand, there is no faces and therefore you just fly up it as if it was the ground. This is unrealistic anyway, the nose of the craft will dig right into it the face of this massive sand pile.
The BZ-2 terrain was crafted to run smoothly on a 400mhz P2 processor w/64mb RAM and a 16mb video card. PC game noobies don't understand the concept of making games fit the hardware therefore I suggest you 'edumacate' yourself. trees require little but "hit detection" and I call that the "stop_code." BZ-3 will have stop_code applied to large trees if I have anything to say about it.
Its rather condescending that your telling somebody that practically has a PhD in Law and a degree in information technology to go educate themselves. At what point did a criticise the game for its detail in relation to its time of release? I am more than within my rights to make criticism on the engine based on its graphical downfalls when you are proposing it is to be recycled for BZ3 10 years later. In fact, your statement directly contradicts itself yet again. You state 'PC Noobs' don't realise that the game is to fit the hardware ... yet you insist on using the BZ2 engine when our PC's can run 10 games of BZ2 without slowing down now, its like a midget wearing a basketball players shoe. I hope there is not 'stop_code' as you put it, its a tree ... tree vs 50 tonne tank .... yeh, its not going to stop me, but I won't magically pass through it either.
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If BZ3 has terrains like that picture (and i'm hoping) and instead of those silly sand piles that are considered mountains, it has real cliffs and mountains then a hovercraft is not going to be able to climb it unless it has a path build into it. If it has a path built into it then AI units can use it aswell.
Right, my concept of managing hovering uses cliffs which look something like the picture combined with the "stop_code" which prevents players and AI units from getting "on top of" the map. For scouts to hover they would need a cyber_ramp terrain feature which doesn't use the "stop_code." Simple sloped hill, OK?. Right now you can climb nearly any canyon wall even with the 1.3 patch. That ends with Battlezone 3. The map makers decide where hover-units go.
The issue I see with removing hovering is the aerodynamic nature and feel of the craft might get destroyed so I was thinking it'd be cool if the tanks react more to the bumps in the terrain and have a very aerodyamic feel as they glide and tilt to steer all getting amplified as they go over a bump, so if your suggesting this in retarded laguage your speaking in, then yes, i agree. Still preventing units from getting to silly vantage points. Please speak english from now on. Thanks. This 'stop_code' and 'cyber_ramp' nonsense only makes sense to the person making it up as they go, just explain it then refer to it as what you have explained.
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If hovering remains, then there should be an altitude limit that prevents any ship from getting to a certain height, an invisible wall that prevents a ship getting to high, preventing tanks from climbing mountains to mortar bases from an unfair vantage and preventing this bug. Better yet, just remove it completely and save teh needless coding.
Agreed with the altitude limit although it would need to be quite cyber_high. In the hover video you can see the scout begin to drift into cyber_orbit. We don't want that and we know that setting a maximum height is possible within the code. I wouldn't delete the thrusters, more like
If {scout_y > 1,000}; scout_y = 1000;
http://www.youtube.com/watch?v=loFKmuq1g0I&feature=relatedWow, you just agreed, then disagreed. You said - Yes, place a limit to prevent hovering , but make that limit so damn high that people can still hover ... wtf? I watched that video and that is EXACTLY what people want to prevent.
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just sounds like fantasy baseball without any methods of 'how' or better yet 'why', but merely 'I think its cool'.
This topic was debated for several years by the Pandemik team and all they could come up with was cutting thrust. But that didn't fix the problem, merely patched over it by implementing a bigger bug. So don't expect a solution to be easy, juast study the 1.2 gameplay videos and think happy thoughts.
I prefer that hovering is restricted as it means that people come back to earth and fight instead of exploiting the shit out of the game ... I'm not alone with that statement either. Those 5 authors on youtube releasing videos do not speak on behalf of the community, they are a minority. Furthermore the patch that 'fixed' hovering was implemented by GSH, not Pandemic. GSH did so by a majority request to stop the bullshit associated with hovering. 90% of people supported, 10% of people were afraid of change and realised if they wanted to fight on fair term, ont he ground they'd probably lose. Therefore, why would I study an outdated version of the game that does not appeal to the majority of the community? I suspect this is exactly why myself, Sam, and most others do not care much for hovering (and likely don't care for its removal) as we have learnt to live without it and realised the games are more fun without than with and abused.
Instead of studing what happened 10 years ago in 1.2 and foundating your decisions on that, why not look at what happened yesturday utilise a decade of development, growth and input to serve the greater good?