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Forum Home > Maps & mods > ONS-Bittersands-SE-Beta1
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foibosPM
#11
Aug 17, 2009 10:11 AM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
Published. EONS Paladin is almost similar to common Paladin and is present on Raceway and Tricky. On Battlefront, Suspense, Nevermore TMU and Nightwolf's MTMU are in duty the EONS Crusaders, faster and with increased fire rate, but still slower than the tank-hunter Aegis.
Last edited by: foibos Aug 17, 2009 10:16 AM
pegasus_PM
#12
Aug 17, 2009 11:23 AM
Non-member Joined: Jun 20, 2009
Posts: 234
Heh, if you think about it for a sec, it's just silly how many undocumented modded/custom vecs we use between all the maps on TechCom's roster IMO and nobody knows how exactly they're different from one another.

I wonder if it'd be worth it to most players to try to amend and expand the info provided at the OONS wiki with the rest of the vecs' particulars just like the write-ups for most Gorz and Solace vecs there...
Eyes in the skies.
crusha_k_roolPM
#13
Aug 17, 2009 12:19 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
The only persons who really need to know about what the vehicles do, are the mappers, because they have to balance the maps with the vehicles.

The players just need to know, that they can get in and that they can shoot.


We don't even have all the different Scorpion-cars in our Testroom…


But there is enough to keep future maps interesting.
Though 50% of the maps I planned, are NV probably.
pegasus_PM
#14
Aug 17, 2009 1:02 PM
Non-member Joined: Jun 20, 2009
Posts: 234
crusha_k_rool wrote:
The only persons who really need to know about what the vehicles do, are the mappers, because they have to balance the maps with the vehicles.

The players just need to know, that they can get in and that they can shoot.[...]
I am mildly offended by that. If knowing the details and intricacies that go into the setup of each custom vec can help make anyone a better player by understanding the math behind each weap and changing strats accordingly, who are you to presume what we need to know and what we don't and tell us to just "get in there and shoot"? And, quite honestly, I don't give a damn about how understanding the modded vehicles would help the mappers, they have it the easiest anyway since they can open any map in UEd and extract all the scripts to look and study as much as they want. So, please, please, save that patronizing, condescending attitude of yours for the newbs, kay?


crusha_k_rool wrote:
[...]But there is enough to keep future maps interesting.
Though 50% of the maps I planned, are NV probably.
Umm, when did this become a discussion about you and your maps?
Eyes in the skies.
Last edited by: pegasus_ Aug 17, 2009 1:02 PM
crusha_k_roolPM
#15
Aug 17, 2009 1:35 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
I am sorry, if that sounded condescending to you, that was not my intention.

when I play, then I don't think about complicated mathematics about how fast a vehicle is, or how much damage it deals.
I for myself get that info by trying it one-two times and then it should be clear how to use which weapon.

Of course it is good to know, that the minigun-turret of the mino is dealing more damage per second than the not-very-stealthy laser-turret.
Or that the alternative fire of the normal minigun deals the double amount of the damage of the standard-fire, but fires only at half speed. So the effect is limited to saving bullets, when aiming good.


In my opinion is the Omni-ONS-wiki enough for that and it is linked in the server-message and on the clanpage, isn't it?



The last quotation of you referred to my statement, that there are in fact many undocumentated weapons left, but as far as I understood Foibos policy about that, it is better to stay in most cases with the current vecs, as the people shouldn't be scared by too many big downloads.
Many of the vehicles are so super-uberspacey-looney, that they wouldn't work out in any map that wants to keep at least a bit of decent serious gameplay.
d3str0y3rPM
#16
Aug 19, 2009 1:14 AM
Non-member Joined: Jul 28, 2009
Posts: 27
The modified shocktank factory is from ONS-Hustle, it also has a modified factory for scorpions/hellbender/spma and goliath(can not be sped up too much, karma thing). I also included the custom weaponlockers from Hustle, so you don't have to throw your weapon for max ammo from a locker.

New version:

http://www.filefront.com/14318445/ONS-Bittersands-SE-Beta5.rar

Changes:

-More health chargers added to the map, also the health is placed closer to each node.
-Added UDamage to 1/2.
-Added 50 Shield to 9/10.
-Added Health Keg near 6/8.
-Added Bio-Rifle to Bases, 3/4, 7/11.
-Added a Minelayer pickup at 6/8.
-Added a special Leviathan Factory at 5, will only spawn a Leviathan if the linksetup has Levi in its name.
-Added a special linksetup to show it, default_levi.
-Removed Raptor from 9/10.
-Removed Energy Turret from 5.
Last edited by: d3str0y3r Aug 19, 2009 1:16 AM
crusha_k_roolPM
#17
Aug 19, 2009 2:07 AM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Hmm, that Levi will stay unused probably. As far as I noticed, each map on the server runs only with it's default-linksetup. It would probably be easy to choose another one, but Foibos hasn't done yet.


You say, that the modified VehicleFactories in Hustle make the vehicles karma-things? I wonder what sense that make ingame, but ok…
d3str0y3rPM
#18
Aug 19, 2009 4:13 AM
Non-member Joined: Jul 28, 2009
Posts: 27
crusha_k_rool wrote:
Hmm, that Levi will stay unused probably. As far as I noticed, each map on the server runs only with it's default-linksetup. It would probably be easy to choose another one, but Foibos hasn't done yet.


Its an option, you don't have to use the levi, if I hadn't said anything about it, you probably wouldn't have noticed.

crusha_k_rool wrote:
You say, that the modified VehicleFactories in Hustle make the vehicles karma-things? I wonder what sense that make ingame, but ok…


I'm saying that the modified Vehicle Factories can make vehicles go faster. Only they can't speed up Goliaths much, due to karma contraints.

There are a couple variables,

SpeedUp - How much faster the spawned vehicle must go.
VehicleHealth - The initial health of the vehicle. Set this to 0 for default.
VehicleDriverDamageMult - The damage multiplier applied to people in the vehicle.
VehicleDamageMomentumScale - The damage multiplier applied to the Vehicle from crashing.
VehicleLinkHealMult - The multiplier applied to the LinkGun healing alt-fire.
[IMG]http://i25.tinypic.com/bflz7c.jpg[/IMG]
Last edited by: d3str0y3r Aug 19, 2009 4:18 AM
crusha_k_roolPM
#19
Aug 19, 2009 10:13 AM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Ok, I saw the properties, but I didn't know that it was bound to Karma.


I was thinking something different because you said "karma-thing" and that is actually a special way to make karma-objects work online. Without the karma-thing would the server send only the collision-coordinates of the karma-objects, but the clients couldn't see the object.
pegasus_PM
#20
Aug 19, 2009 12:11 PM
Non-member Joined: Jun 20, 2009
Posts: 234
Either way, it seems like a lackluster, graceless and hackish method to mod vehicles considering the options it provides.
Eyes in the skies.
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