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Old 2011-09-27, 05:18 PM   [Ignore Me] #16
Raymac
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Re: Twitter QnA Question list : ART WEEK


Question #1 needs to be a clarification on vehicle design given the new pics.

Are the designs for all vehicles going the be empire specific, or will it just be color changes like in PS1?
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Click here to go to the next VIP post in this thread.   Old 2011-09-27, 05:41 PM   [Ignore Me] #17
Malorn
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Re: Twitter QnA Question list : ART WEEK


Yes I too would like to know how common pool Nanite Systems style and empire specific theming interact. Are common pool vehicles the same Nanite Systems style with empire paint jobs or do they inherit the theme of the empire?
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Old 2011-09-28, 12:58 AM   [Ignore Me] #18
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I'm curious about looting - I heard that they aren't having inventories and looting, and no hacking, so how is the TR in those pics carrying an NC Gauss rifle?
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Old 2011-09-28, 01:14 AM   [Ignore Me] #19
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Re: Twitter QnA Question list : ART WEEK


Will MAX units have a cap on their turning speed like in the original?
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Old 2011-09-28, 03:21 AM   [Ignore Me] #20
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Re: Twitter QnA Question list : ART WEEK


Q: Will player models be visable through the canopy of the new NC liberator (or any vehicles with clear/transparent viewports)?

Q: How many different vehicles do you currently have models for and how many do you expect to have at launch?

Q: Can you please explain the limitations to having boarding animations a little better.
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Old 2011-09-28, 03:36 AM   [Ignore Me] #21
Talek Krell
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Re: Twitter QnA Question list : ART WEEK


Q: MBTs: Why did you decide to give the driver the main gun, and how do you expect this change to affect gameplay?

Q: Could you give some examples of secondary weapons that you're considering for the MBTs?
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Old 2011-09-28, 03:49 AM   [Ignore Me] #22
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Re: Twitter QnA Question list : ART WEEK


Q: Are the differences we have seen in the Mosquitos in the trailer and the just released picture customization options or the model was changed?
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Old 2011-09-28, 07:12 AM   [Ignore Me] #23
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Re: Twitter QnA Question list : ART WEEK


By the way: theme for the qna is also art, means every non art question will propably be ignored.
What qualifies as art related is difficult, means I just put those questions that that I think that they fit on the list here, and put everything else on my big secret list. ;-)
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Old 2011-09-28, 07:48 AM   [Ignore Me] #24
Azren
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Re: Twitter QnA Question list : ART WEEK


Originally Posted by Talek Krell View Post
Q: MBTs: Why did you decide to give the driver the main gun, and how do you expect this change to affect gameplay?

Q: Could you give some examples of secondary weapons that you're considering for the MBTs?
These and:

Q: When will you finally change MTBs back to PS 1 style?
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Old 2011-09-28, 10:13 AM   [Ignore Me] #25
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Re: Twitter QnA Question list : ART WEEK


Originally Posted by FastAndFree View Post
Q: Are the differences we have seen in the Mosquitos in the trailer and the just released picture customization options or the model was changed?
i believe higby stated the model has changed
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Old 2011-09-28, 11:20 AM   [Ignore Me] #26
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Originally Posted by Malorn View Post

* Would like to see some base, tower, and bunker layouts.

* Would like to see images of interior of base and tower and bunkers.
Like Malorn,

I'm interested in hearing/seeing more of bases and structures is PS2

If I recall correctly, it was mentioned that bases are 6~7 hexes in size, what gave me the impression bases are much bigger than in the original PS.
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Old 2011-09-28, 11:54 AM   [Ignore Me] #27
Gandhi
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Re: Twitter QnA Question list : ART WEEK


Q: Will it still be possible to turn off certain visuals (grass, dust storms, etc) to gain an advantage over someone who has them on?

Q: Will we be able to see which class a character is from far away, or is the visual difference between them less obvious?


Originally Posted by Brusi
Q: Can you please explain the limitations to having boarding animations a little better.
I think Higby's answered this in pieces here and there. Working in graphics programming I could probably give you an answer too, unless you'd rather hear it from the horses mouth
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Old 2011-09-28, 11:57 AM   [Ignore Me] #28
NapalmEnima
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Re: Twitter QnA Question list : ART WEEK


Originally Posted by FastAndFree View Post
Q: Are the differences we have seen in the Mosquitos in the trailer and the just released picture customization options or the model was changed?
Higby said in the lunch interview that the model had changed.
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Old 2011-09-28, 12:02 PM   [Ignore Me] #29
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Re: Twitter QnA Question list : ART WEEK


Originally Posted by Gandhi View Post
Q: Will it still be possible to turn off certain visuals (grass, dust storms, etc) to gain an advantage over someone who has them on?
I'm pretty sure this has been answered with a "No". All those visual obscurity features are supposed to be consistent for everyone.

I believe this is part of the reason for departing from DirectX 9. I'm not certain, someone mentioned that in DX9 you could toggle certain visual features on or off at the driver level.

I haven't done any DX9 programming since those classes in... '05? It's been a while.

Originally Posted by wildcat140679 View Post
If I recall correctly, it was mentioned that bases are 6~7 hexes in size, what gave me the impression bases are much bigger than in the original PS.
I took that to mean their "SOI" was 7 hexes, not that the base itself covered 7 hexes. Underground tunnels and such might extend outward quite a bit though, so your interpretation may well be correct.
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Old 2011-09-28, 12:10 PM   [Ignore Me] #30
Traak
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Re: Twitter QnA Question list : ART WEEK


Originally Posted by wildcat140679 View Post
Like Malorn,

I'm interested in hearing/seeing more of bases and structures is PS2

If I recall correctly, it was mentioned that bases are 6~7 hexes in size, what gave me the impression bases are much bigger than in the original PS.
I thought that was base SOI.
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