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2011-02-10, 06:48 PM | [Ignore Me] #31 | |||
Lieutenant General
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You just made my day. Last edited by Bags; 2011-02-10 at 06:49 PM. |
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2011-02-13, 06:56 PM | [Ignore Me] #34 | ||
Sergeant Major
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I want ground vehicles to interact with the world more seamless ever track every wheel should have a separate physics to it but at the same time has to make several checks on the body of the vehicle as well as the Gravity of the planet and the hills that you climb. having a vehicle fly off hills is fun but not realistic.
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2011-02-13, 07:10 PM | [Ignore Me] #35 | ||
Sergeant Major
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None of what you mentioned requires physics as in an actual physics engine. It can just be hardcoded that you have a certain delay when strafing that won't allow you to go into the opposite direction straight away. Sort of a slide.
You can also hardcode that aircrafts don't hover. Which is a design choice, not something that was imposed due to physics limits. I don't mind perhaps some fluff physics for those who have hardware physics support. I don't even mind proper physics, but as far as I know that would really strain resources which are already required for the massive battles |
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2011-02-13, 08:53 PM | [Ignore Me] #36 | ||
First Sergeant
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Fixing the strafe spam is easy, simply add an acceleration to strafing while leaving forward, and backward the same. I've added this before in games and it works flawlessly, you can move freely just as before but you are unable to strafe spam left to right.
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2011-02-13, 10:03 PM | [Ignore Me] #40 | ||
Master Sergeant
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You fire from cover whenever possible or maneuver yourself into an advantageous firing position. You shouldn't be surprised how off-putting the strafe-warping is to new and old players alike. It's easier to hit people in Quake than some warp inducing strafe in PS.
Last edited by Tool; 2011-02-13 at 10:25 PM. |
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2011-02-13, 10:27 PM | [Ignore Me] #41 | |||
Lieutenant General
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2.) I meant in close quarter combat. No one strafes in mid-> long range unless they're caught with the wrong weapon now. Don't suggest balance fixes based upon PS1's flawed engine. |
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2011-02-13, 10:34 PM | [Ignore Me] #42 | |||
Master Sergeant
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Don't assume anything about PS2 and it's combat mechanics when that information isn't known. And what else would we base our suggestions on if not the current system in which the second game is a sequel/prequel to? |
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2011-02-13, 10:43 PM | [Ignore Me] #43 | |||
Lieutenant General
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2011-02-13, 10:54 PM | [Ignore Me] #44 | ||
Master Sergeant
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Obviously not, but the only information we have about potential PS2 gameplay is based on what we have, and that's Planetside. It's a discussion, not an assumption in these forums, you don't seem to understand that.
Your inability to meaningfully discuss things rather argue is getting tiresome. |
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2011-02-13, 11:12 PM | [Ignore Me] #45 | |||
Lieutenant General
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BTW, just because someone doesn't agree with you doesn't mean they're not contributing. Questioning your flawed assumptions is called contributing to the discussion. If I said the sky was red, I think you'd confront me. (I hope you would) PSN will not have warping. Thus, we will not need to balance the game around having warping. In PS, people who do not warp are not hard to hit. Thus, no change is to strafing is necessary. But you're going to claim I'm not contributing or something, so I don't even know why I bothered. Last edited by Bags; 2011-02-13 at 11:16 PM. |
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