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Raap

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Posts posted by Raap

  1. To do true, non-helicopter aircraft physics, you should be looking at a different engine at the moment.

     

    I think we'd all love to see airplanes (and therefore enabling your wish for spacecraft) in W3D, but I believe I'm not wrong to say it isn't high on the priority list.

  2. Making a new W3D project isn't done in any short period of time (same applies to any game on any engine). You'll have to do this yourself, since I'm quite sure that most people currently working at W3D projects got their hands full already.

     

    That said, afaik Nintendo is pretty harsh on using their IP's. You'd be best off basing any game on something new.

  3. I've noticed one guy I recognized that played Reborn, he posted in the update thread that he doesn't like this change, and "threatened" to stop playing unless it was reversed, lol. You see In Reborn, you can buy rocket soldiers if your Bar goes down. No one thinks its a problem in Reborn. But Reborn's a whole different game, that some people just refuse to play, lol. Reborn had just died when delta came out, I've talked to some guys playing on the Reborn server ingame, they say they haven't bothered downloading APB Delta, and that they only play Reborn.

     

    Such a mixed playerbase. These whiney bastards need to be united I say! WITH VIOLENT FORCE!

     

    I confess to not having tried the latest Rebarn Reborn release. But yes, I can understand some people like one project and not the other. That's the point, is it not? To offer very different gameplay in each project?

     

    I also am pretty sure that people play what most people play, and that happens to be the "newest thing".

  4. It was never in in the first place because it doesn't work. If it did I'd gladly make supply trucks and possibly ore trucks purchasable on War Factory death.

     

    Makes no sense for a destroyed building to still function like that, if you ask me.

     

    Speaking of which, seems no one ever did get around to making destruction animations for buildings. :(

  5. Just an early notice; A public test for Hostile Waters will be scheduled in the near future. My hope with this is, to get feedback from a larger population match, and then make changes for the final version based on the results of that. Balance is the primary focus of the test, nothing else is likely to change unless it could affect the balance.

     

    We had a small 4 vs 4 test this Saturday, and outside of some issues, the map played quite well with those numbers. Unfortunately the testing team currently cannot handle a larger scale test, so that's why a public test is required.

     

    The test will be done in a feature-complete version of the map.

  6. Here is a bit of a statement from me regarding the music. I did not think that the voices in "In Trouble" were such a big deal. Playing games though, it turns out it was indeed a mistake on my part, and take full responsibility for it. Rest assured that "In Trouble" will be reverted to the mono version come next patch.

     

    I'm pretty sure there are higher quality versions of all the sound tracks. I have a few from Red Alert, although where I got them from, I do not remember.

     

    Might be a long shot, but perhaps you could reach out to Frank Klepacki to see if he still has the original high quality, non-remix versions?

  7. I'm aware super units are a bad idea. It was a joke.

     

    Something between 1000-2000 points should be sufficient for this honestly. Else people that care too much about the stats system will just demand to skip maps so they can get to the one that provides a massively disproportionate base destruction reward compared to other maps.

     

    I'm aware it was a joke, I sometimes get into the habit of giving a serious response to everything. :v

     

    The stats concern is valid, it is why in the current test version, the explosion effects are not guaranteed kills for infantry, and more for effect. They don't even damage naval units.

     

    Speaking of test versions, I'm awaiting feedback on matters exactly such as this.

  8. 10000 points might be a bit much? :v Is that given to each team member as well? Bear in mind the standard building destruction bonus is 250*players, auxiliary buildings are 125*players, and Seamist's dome objective is 500*players.

     

    Also oh you silly teams storing nuclear warheads underground throughout your base instead of using them to make nuke destroyers and nuke subs.

     

    Well, since the self destruction of the other buildings does not generate points, I had to make sure the victor was obvious from just one building destruction, otherwise we'd run into the situation where one team wins but still has lower score.

     

    The 10k points *should* be split among all winning team players, but I've not actually tested that yet.

     

    As for the nukes explosions... Well, the basement layer would be able to explain it. The alternative would be external destruction via cinematic effects, unfortunately this is not within my field of expertise.

     

    Super units unfortunately just will not work, not unless I can implement several conditions that are required to unlock their purchase - or overal availability. My development time is put to better use elsewhere however.

  9. In my opinion, going down the unit cloning path is too gimmicky.

     

    I stick with my previous comment on this matter; A good middle ground solution is to slightly raise the damage of officer machine guns to heavy armor (tanks). Perhaps have shotguns deal more damage to light armor (transports, etc.) so you create a small sub-role specialization. Obviously the more expensive units are supposed to be better... So keep your barracks alive.

     

    It is a tough issue however. You want to ensure that a losing team can still turn the battle around, but at the same time you don't want a losing team to be able to still grind the game into a stalemate which causes players to leave. The trick is in the numbers, to find the right middle ground that allows for players to turn a match around while still preventing to encourage kill farming situations.

  10. This is great... cant wait to see it, and especially what the tech building/ objective on the ice for infantry will be...

     

    What exactly goes in the middle is still being finalized. The end product will be primarily what time allows me to add.

     

    The main focus is on the core gameplay right now, which has a lot of work to be done. Expect changes to the icebergs as well, as currently the map is very submarine biased.

  11. This map makes Santa Claus weep with joy.

     

    I'm pretty sure I'd need more candy canes added before that were to happen.

     

    Slight development delay; RL is holding me up for a moment. Expect some sort of an update by next weekend, when I should have had more time to work on the map.

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