OmnipotentKiwi
2003-02-08, 12:18 AM
May not be perfect, but for all you eager people, enjoy:
START
Buildings: They are huge buildings, encompassing subterranean areas. All upgrades listed are to all buildings on the continent.
Five facilities
Drop Ship Center: One of the only locations to get galaxies other then the sanctuary, almost the sole purpose of the building.
Tech plants: Upgrades all facilities to be able to buy all vehicles except galaxies that are only available at drop ship center and sanctuary.
AMP Station: Reduces MPU consumption of buildings.
Interlink facility: Superior radar.
Bio Lab: There is an implant terminal in basement. After capturing the base, it turns healing consoles into advanced healing consoles that heal armor, as well as health, at all stations.
Towers: Hack the ground floor to gain control. There are lockers in each tower. In addition, the towers have spawn centers.
Watch towers: Five story tower, no turrets, and good for observation as well as sniping. They are located in vantage points.
Air Towers: Like gun towers, with man-able turrets and two air vehicle pads that may have abilities later. Other areas of the continent can be difficult to land in. Currently this tower is underpowered and being tweaked for balance.
Gun Towers: Many turrets.
TURRETS: Missed it�
Environment interaction: If it is important, it is destroyable, but not consoles. Terminals can be destroyed, as well as turrets, etc, except silos and consoles.
Water: �We do not swim, we sink�. Vehicles will short circuit after a short amount of time, approximately 45-60 seconds, and you need to abandon it if it does or you will go down with the vehicle.
Lockers: Lockers are un-powered, so you can use them when power goes down in a building. There are also no gun control panels at towers, so you need lockers to store weapons in case you die and respawn at towers weaponless.
What kinds of terrain types are there: There are lava pools, snow/artic terrain, temperate terrain, and desert terrain in varying degrees and form. Each with lots of variations for example: temperate has from hills to swamps, deserts from rolling and open sand to craggy rocks and canyons with bridges, artic from pure snow to high cliffs with plato with hairpin roads.
Weather effects: You currently cannot be hit by lightning, although it is on the drawing board. In general, rainstorms and snowstorms of varying degrees will roll through areas so you can actually coordinate under the cover of storms, or avoid them.
Weather Map: Looks like watching the evening news, can see the cloud fronts moving across including the severity as well as the direction it is moving.
Sun glare: Not yet
Objects: Cannot currently shoot through any object or part of the world.
Projectile physics: There are projectile physics, with no effect from wind, but gravity does plan an effect. May add wind effects if human accuracy is too good at long ranges. Bullets have life spans that determine range. For example, the bullet is shot with a certain velocity, travels for its �lifespan� of time and then ceases to exist when the lifespan is up.
Projectile speed: Currently no instant-hit weapons, with the speed of weapons varying. The Lasher is one of the slowest, while the Lancer and Boltdriver are some of the fastest.
Headshots or no: There are NO headshots or any body locations because some weapons are already very lethal, and headshots will make the combat go by even faster. Some kills will take place in a matter of three seconds or less. �There is no game purpose for [headshots] in our game�.
Boltdriver: Reload is about a second or two (open, take out old shot, put in new one). Everything except MAX armor and Infiltration suits can use a bolt driver.
Phoenix: It is currently being tweaked a lot, but it is currently a camera guided missile and your viewpoint changes to its after firing as you have control over it. The turning radius is currently very tight. Currently this weapon is far too powerful, but it will be changed.
Rounds: You hit X to switch between AP and normal clips.
Where weapons inspired from real life guns? No clue.
Physics: There are currently no rag doll physics, but there are different death animations for all the specific armors.
Region specific damage: None, it is too complicated for a big game like this. There are just too many complications in the scale of combat we foresee.
Knife: Knife may kill in one hit only in secondary mode, which is a loud but powerful blow, and the melee booster is good for damage too. There is no bonus damage for knifing when you come out of cloak while wearing an infiltrator suit.
NOTE: Technical difficulties began here; some information may be incomplete from here on until the end of the note.
Infiltrator suit: Can use hacking/med/engineering, and will go to visible mode when doing these actions, but keep in mind that they have less inventory space.
Agile suit: Missed it, chat was incomprehensible.
Hacking: Anyone can hack a control console or a door without a certification, but it takes a long time. Hacking/Advanced hacking speeds up the hack times. Skill abilities: Hacking: Terminals (Can use enemy terminals in their base). Advanced Hacking: Nothing listed during the chat.
Standard armor has no benefits to any other armor.
Macros: You can set up text macros or voice macros on hot bar. Something was mentioned about radar, but missed.
Reviving: When you are dead, you can be revived. You can only stay, without releasing, for five minutes before you auto-release to your last bind point. When a healer attempts to resurrect you, you get a confirmation dialog box, as you may not want to be resurrected during a bad situation.
NOTE: Technical difficulties went away.
Lighter armor means a faster moving character. If speed was a percentage, these are the speeds of the various armors: Infiltration 100%, Agile/Standard 90%, Reinforced 80%, MAX 50-60% (plus auto run which slowly ups their running speed until they are going fast enough to keep up with vehicles.)
Can MAXes use implants: They cannot use melee boosters, but they can use dark light vision, audio amplifier, shield, etc implants. They are the same implants as the ones a vehicle pilot could, and would, use.
TR MAX pounder only uses one type of grenade, but it can launch a lot of them a far distance, especially when anchored.
Vanu MAX: It takes as long, if not twice as long, to recharge your depleted jump pack energy as you spend jumping. The jumps are parabolic only, and the arc is determined by your current movement speed when you fire the jump pack.
TR MAX cannot plant down on vehicles.
How effective are heavy tanks main guns on infantry w/ splash: Tanks have multiple guns, with the main being mainly for other tanks and vehicles, while the secondary are anti-infantry guns. You can switch between weapons as a driver or have gunners. Main turrets do have SOME splash damage but are mainly for tanks so will be less useful against infantry.
Standard Jumping: You can jump onto the roof of the vehicle, but you can take damage on impact depending on if the vehicle is moving or not. In general, you will fall off the vehicle generally when it is moving.
Infantry vs. Tanks: Infantry can take out tanks with the anti-vehicular weapons, among others, although other tanks are better suited to the task of taking out another tank.
Lightning Steering: Some vehicles are steered by mouse, and some by keyboards. Steer with keys, aim turret with mouse, as in the lightning (roughly 60* arc).
Auto aiming on turrets in tanks: Turret movement is separate from tank movement so that you have a much easier time aiming when in a moving vehicle, but firing from a non-moving vehicle is still easier. (Ex. If your driver suddenly jerks to the left, you will not suddenly be missing all over the place.)
Tank fire: Tanks can fire in arcs and have indirect fire.
ANT: The process is the ANT gets fuel from a warp gate, drives to the silo that needs refueling, dumps, and repeats. They can be picked up from any vehicular pad including at the sanctuary. Silos take a long time to lose power if there are no currently raging battles going on in the area. If silo empties, building goes to neutral. Can do drops with Galaxies, but it is not a cakewalk for the pilot. The ANT is a very slow vehicle with not very heavy armor.
Drop Pods: No trunks in drop pods
Galaxy: Holds up to 15 people INCLUDING a tank or buggy. The 15 people comes from one pilot, three gunners, two MAXes, six passengers, and up to three people sitting inside the biggest buggy. The Sunderer is the biggest land vehicle, carries 11 with heavy armor and guns. Even though heavily armored, remember these vehicles are massive, so impossible to miss. You should still bring escorts with these vehicles.
Kinetic Dampers: You can bail out at nearly any height without taking damage, and the entire procedure is automatic.
Exploding vehicles: When destroyed, they have a good size explosion that will cause you to take quite a bit of damage especially if you are standing right next to it. Size of the vehicle depends on how much damage, and radius of it. No shrapnel
CONTINUED ON PART 2
START
Buildings: They are huge buildings, encompassing subterranean areas. All upgrades listed are to all buildings on the continent.
Five facilities
Drop Ship Center: One of the only locations to get galaxies other then the sanctuary, almost the sole purpose of the building.
Tech plants: Upgrades all facilities to be able to buy all vehicles except galaxies that are only available at drop ship center and sanctuary.
AMP Station: Reduces MPU consumption of buildings.
Interlink facility: Superior radar.
Bio Lab: There is an implant terminal in basement. After capturing the base, it turns healing consoles into advanced healing consoles that heal armor, as well as health, at all stations.
Towers: Hack the ground floor to gain control. There are lockers in each tower. In addition, the towers have spawn centers.
Watch towers: Five story tower, no turrets, and good for observation as well as sniping. They are located in vantage points.
Air Towers: Like gun towers, with man-able turrets and two air vehicle pads that may have abilities later. Other areas of the continent can be difficult to land in. Currently this tower is underpowered and being tweaked for balance.
Gun Towers: Many turrets.
TURRETS: Missed it�
Environment interaction: If it is important, it is destroyable, but not consoles. Terminals can be destroyed, as well as turrets, etc, except silos and consoles.
Water: �We do not swim, we sink�. Vehicles will short circuit after a short amount of time, approximately 45-60 seconds, and you need to abandon it if it does or you will go down with the vehicle.
Lockers: Lockers are un-powered, so you can use them when power goes down in a building. There are also no gun control panels at towers, so you need lockers to store weapons in case you die and respawn at towers weaponless.
What kinds of terrain types are there: There are lava pools, snow/artic terrain, temperate terrain, and desert terrain in varying degrees and form. Each with lots of variations for example: temperate has from hills to swamps, deserts from rolling and open sand to craggy rocks and canyons with bridges, artic from pure snow to high cliffs with plato with hairpin roads.
Weather effects: You currently cannot be hit by lightning, although it is on the drawing board. In general, rainstorms and snowstorms of varying degrees will roll through areas so you can actually coordinate under the cover of storms, or avoid them.
Weather Map: Looks like watching the evening news, can see the cloud fronts moving across including the severity as well as the direction it is moving.
Sun glare: Not yet
Objects: Cannot currently shoot through any object or part of the world.
Projectile physics: There are projectile physics, with no effect from wind, but gravity does plan an effect. May add wind effects if human accuracy is too good at long ranges. Bullets have life spans that determine range. For example, the bullet is shot with a certain velocity, travels for its �lifespan� of time and then ceases to exist when the lifespan is up.
Projectile speed: Currently no instant-hit weapons, with the speed of weapons varying. The Lasher is one of the slowest, while the Lancer and Boltdriver are some of the fastest.
Headshots or no: There are NO headshots or any body locations because some weapons are already very lethal, and headshots will make the combat go by even faster. Some kills will take place in a matter of three seconds or less. �There is no game purpose for [headshots] in our game�.
Boltdriver: Reload is about a second or two (open, take out old shot, put in new one). Everything except MAX armor and Infiltration suits can use a bolt driver.
Phoenix: It is currently being tweaked a lot, but it is currently a camera guided missile and your viewpoint changes to its after firing as you have control over it. The turning radius is currently very tight. Currently this weapon is far too powerful, but it will be changed.
Rounds: You hit X to switch between AP and normal clips.
Where weapons inspired from real life guns? No clue.
Physics: There are currently no rag doll physics, but there are different death animations for all the specific armors.
Region specific damage: None, it is too complicated for a big game like this. There are just too many complications in the scale of combat we foresee.
Knife: Knife may kill in one hit only in secondary mode, which is a loud but powerful blow, and the melee booster is good for damage too. There is no bonus damage for knifing when you come out of cloak while wearing an infiltrator suit.
NOTE: Technical difficulties began here; some information may be incomplete from here on until the end of the note.
Infiltrator suit: Can use hacking/med/engineering, and will go to visible mode when doing these actions, but keep in mind that they have less inventory space.
Agile suit: Missed it, chat was incomprehensible.
Hacking: Anyone can hack a control console or a door without a certification, but it takes a long time. Hacking/Advanced hacking speeds up the hack times. Skill abilities: Hacking: Terminals (Can use enemy terminals in their base). Advanced Hacking: Nothing listed during the chat.
Standard armor has no benefits to any other armor.
Macros: You can set up text macros or voice macros on hot bar. Something was mentioned about radar, but missed.
Reviving: When you are dead, you can be revived. You can only stay, without releasing, for five minutes before you auto-release to your last bind point. When a healer attempts to resurrect you, you get a confirmation dialog box, as you may not want to be resurrected during a bad situation.
NOTE: Technical difficulties went away.
Lighter armor means a faster moving character. If speed was a percentage, these are the speeds of the various armors: Infiltration 100%, Agile/Standard 90%, Reinforced 80%, MAX 50-60% (plus auto run which slowly ups their running speed until they are going fast enough to keep up with vehicles.)
Can MAXes use implants: They cannot use melee boosters, but they can use dark light vision, audio amplifier, shield, etc implants. They are the same implants as the ones a vehicle pilot could, and would, use.
TR MAX pounder only uses one type of grenade, but it can launch a lot of them a far distance, especially when anchored.
Vanu MAX: It takes as long, if not twice as long, to recharge your depleted jump pack energy as you spend jumping. The jumps are parabolic only, and the arc is determined by your current movement speed when you fire the jump pack.
TR MAX cannot plant down on vehicles.
How effective are heavy tanks main guns on infantry w/ splash: Tanks have multiple guns, with the main being mainly for other tanks and vehicles, while the secondary are anti-infantry guns. You can switch between weapons as a driver or have gunners. Main turrets do have SOME splash damage but are mainly for tanks so will be less useful against infantry.
Standard Jumping: You can jump onto the roof of the vehicle, but you can take damage on impact depending on if the vehicle is moving or not. In general, you will fall off the vehicle generally when it is moving.
Infantry vs. Tanks: Infantry can take out tanks with the anti-vehicular weapons, among others, although other tanks are better suited to the task of taking out another tank.
Lightning Steering: Some vehicles are steered by mouse, and some by keyboards. Steer with keys, aim turret with mouse, as in the lightning (roughly 60* arc).
Auto aiming on turrets in tanks: Turret movement is separate from tank movement so that you have a much easier time aiming when in a moving vehicle, but firing from a non-moving vehicle is still easier. (Ex. If your driver suddenly jerks to the left, you will not suddenly be missing all over the place.)
Tank fire: Tanks can fire in arcs and have indirect fire.
ANT: The process is the ANT gets fuel from a warp gate, drives to the silo that needs refueling, dumps, and repeats. They can be picked up from any vehicular pad including at the sanctuary. Silos take a long time to lose power if there are no currently raging battles going on in the area. If silo empties, building goes to neutral. Can do drops with Galaxies, but it is not a cakewalk for the pilot. The ANT is a very slow vehicle with not very heavy armor.
Drop Pods: No trunks in drop pods
Galaxy: Holds up to 15 people INCLUDING a tank or buggy. The 15 people comes from one pilot, three gunners, two MAXes, six passengers, and up to three people sitting inside the biggest buggy. The Sunderer is the biggest land vehicle, carries 11 with heavy armor and guns. Even though heavily armored, remember these vehicles are massive, so impossible to miss. You should still bring escorts with these vehicles.
Kinetic Dampers: You can bail out at nearly any height without taking damage, and the entire procedure is automatic.
Exploding vehicles: When destroyed, they have a good size explosion that will cause you to take quite a bit of damage especially if you are standing right next to it. Size of the vehicle depends on how much damage, and radius of it. No shrapnel
CONTINUED ON PART 2