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Topic: UQM 'Frenzy' Fork: Melee ideas (Read 19875 times)
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Death 999
Global Moderator
Enlightened
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Posts: 3874
We did. You did. Yes we can. No.
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Well, Syreen effectiveness is way off period... this is merely an extreme case.
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HentaiZonga
Zebranky food
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Posts: 32
I love YaBB 1G - SP1!
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Ok, I have finally tested it and I must say: Great Idea!!!!!!!
But... few things need to be repaired first...
Well, it is a work-in-progress
1.Mmrhrmn laser is too short
Agreed. Should probably about 4x its current range
2. Chmmr laser is too long!!!!
Possibly, but I think it's about balanced, compared to say the human or the ur-quan.
3. Earthing are almost unbeatable
Yes. I'm going to adjust the damage rating to be much less further out, but still incredibly high for point-blank explosions.
4.Menu graphics are damamged
Yeah, I'll figure that out as soon as I fix the melee play; it's because I changed from 320x240 internal to 640x480 straight through.
5.Koar-ah F.R.I.E.D got more power than usall, every ship that will touch it will be destroyed.
Yeah, I doubled the number of puffs in the ring; perhaps I should halve the damage to compensate.
6. The planet has too much gravity....
This IS annoying. I should probably diffuse it somewhat.
7. Hard to control, too fast and hard to menuver. Even the computer has a hard time controling the ship...
This is true for some of the faster ships, like the Pkunk, but you DO get used to it. I've since made turning a more gradual process; I'll re-release this weekend.
8. Orz has endless range...(not sure)
Their main cannon, or their marines?
9.Ur-quan fighters die too fast.
This has been a source of difficulty all week. I hope to have this fixed by the next release.
10.Auto tracking isn't worth much...
Every few changes either makes it too powerful or too weak. I still haven't found 'just right' yet, but since I'm currently just testing in Melee, I'm not too worried just yet.
11.The game(not the melee) is a little bit fucked up.
Yes, EXTREMELY. I'm pretty sure I mentioned when I released it to ONLY play in Melee until I get the hyperspace bugs fixed.
12. Slyndro is backwarded. You press left he move to the right...
Oddly enough, I thought it was ALWAYS like that. Can I get confirmation from someone else?
13. umgah ship is much weaker. Same range and the special ability speed didn't increase.
Yeah, I should really at least increase their backwards acceleration.
14. the shofixi glory device has the same range...
Agreed. It should do about 4x its current range.
15. The stinger ship weapons has the same range.
Yep. Of course, I never play these guys anyways, so I missed it. I'll have to extend their weapon range, but I'm not sure if it's even possible to extend their special ability range.
Well thats all for now.
Thanks! This was EXTREMELY useful.
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HentaiZonga
Zebranky food
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I love YaBB 1G - SP1!
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It has to be a bug; my damage system isn't implemented yet.
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Crowley
Frungy champion
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Posts: 73
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I have one suggestion, probably not very useful in combat, but a nice touch of realism: when missiles run out of fuel, they don't disappear but continue along their last vector until they reach the edge of battlefield.
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HentaiZonga
Zebranky food
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Posts: 32
I love YaBB 1G - SP1!
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http://www.wherethesundontshine.net/uqm_frenzy5.zip
New version - all the ships should be playable now.
Still no critical damage, but all the velocities and controls are where I want them. (I might have missed some of the 'minor' ships, but I don't think so)
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HentaiZonga
Zebranky food
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I love YaBB 1G - SP1!
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Hrm. One odd thing I noticed: The new Shofixti Glory Device graphic is NOT working, and it was before I posted the link. I have NO idea what could be causing this, but I'll look into it.
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Krulle
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*Hurghi*! Krulle is *spitting* again!
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Hi Brent, just a note to confimr Deep_Jiffas' complaint about the probe. if you press left the probe should go left.
Although i appreciate your efforts for trying new ideas in UQM, i do not have the time to play your version. I even had to stop playing UQM, which makes me sad at the time being. Once you've ported your changes on the final UQM1.0 code I will try your version as well, promised!
Greetings from Europe, Martin
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Talhydras
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Hmmm. Just a thought: since Realism is such an important factor of this game, perhaps you could set it up so that there were four "screens", each with a fourth of the planet in the corner, so in the center the planet is massive and huge. Because planets... are big. Like, real big. Implementing it would suck, though. Perhaps you should be able to move around the planet? It would be nice also not to have the shots of weapons like missiles hit the surface of the planet but hit the atmosphere a ways out (later you could put in a blue "atmosphere" haze graphic). Missiles, the mycon plasmoid, most projectiles under 4 damage (the exception being the photon crystal and the fusion-plasma blast, and lasers) would all explode inside an atmosphere. "Ooops" shots accidentally just sorta ramming into the surface always seemed a bit... hmm...
Yes. Also, having ships skip off the atmosphere as opposed to the surface would be a neat touch.
The immediate downside to all of my idealizing here is that the gravity whip would be nonexistant. Well, not true, I suppose you could use it for tangential acceleration.
Is there some way to make the Earthling Cruiser missile proximity fused? I wholly agree with the Earthling making a direct hit and scoring all kinds of whoopass on whatever it's hitting, but i think scoring a direct hit with a nuke on something moving is nigh impossible, and most of the time the earthling nuke would explode some ways away from the target, grazing it with the explosion. Perhaps you could make it explode out to a set distance of arcs to the side, so that things alongside it (or if it came into range while turning) would have it explode, while still allowing for a straight-shot to hit without detonating prematurely? Besides... the nuke would do a ton of damage not only from blast of the nuke, but because of this great ugly missile whacking into you at really high speed.
This, even just from the forums, seems to be a REALLY interesting and exciting project. I really hope to see critical hits implemented, Brent! Go for it.
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