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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Noc Tempre
Imperfects Negative-Feedback
1938
|
Posted - 2013.06.14 16:52:00 -
[1] - Quote
The code is available to have one terminal control multiple assets. What was interesting to learn, it can control the owner of any asset, not just null cannons. This can be used to make the current skirmish a little better while we wait for 3.0.
How it works - add a new console, the "Defense Command Terminal". If your team captures it, all turrets on the socket belong to you. To make this meaningful, all turrets would no longer be hack-able individually. An additional "Support Command Terminal" would do the same for CRUs and supply depots.
What it means - you have new objectives that don't directly help you win, but are still necessary to balance your tactics around. It spreads out important places to be which penalizes zerging. It make the turrets themselves more valuable since taking over the socket will flip the entire perimeter defense at once, not just the current location that is likely already cleared.
When is it - it could happen very quickly, before Uprising 1.2 even, but only if the community wants it because it would replace entirely the current mechanics if introduced for Skirmish, and would be unwise to introduce as a new queue at this time. So does this appeal to you? Why? Does it sound terrible? Why not then?
Also, turrets need at least supply depot health, it's silly they can be 1-2 shot by common fits. But that only partially is on-topic. |
Alldin Kan
Imperfects Negative-Feedback
260
|
Posted - 2013.06.14 17:03:00 -
[2] - Quote
CCP would probably just take some of the ideas in consideration, take 5-6 months to make the changes, and then poorly execute the new mode. |
XtoTheS
Edimmu Warfighters Gallente Federation
71
|
Posted - 2013.06.14 17:09:00 -
[3] - Quote
Alldin Kan wrote:CCP would probably just take some of the ideas in consideration, take 5-6 months to make the changes, and then poorly execute the new mode.
Great thoughts, just bash CCP why dont you?
Just focus on the idea it self and not WHAT CCP would do. This is not about what they would do and how long it would take. This is about turrets and what the new game mode would provide.
in irc someone mentioned that this would be very easy to implement and would make the game more of a challenge. However, you will have your balance issues,IE one team full of nubs and the other full of squads. One sided. It is not going to fix some issues so you will just have to wait till the match making issue is fixed. It would make it interesting for the time being. Changing the domination map style and mode through out its rotation would add a sense of variation. keep it fresh and unpredictable. |
Noc Tempre
Imperfects Negative-Feedback
1939
|
Posted - 2013.06.14 17:15:00 -
[4] - Quote
Alldin being Alldin, nothing to get worked up about
Yes this wouldn't fix things like steamrolls and redline sniping but I have a suggestion for that too. Not all sockets would have this feature, and it wouldn't be possible to have code that small socket A controls center facility X defenses with the same method (would require substantially more work, why I am hoping skirmish 3.0 is taking so long). But it rewards treating the socket as a whole, instead of the one point, which is currently an issue in my opinion. |
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CCP LogicLoop
C C P C C P Alliance
136
|
Posted - 2013.06.19 01:18:00 -
[5] - Quote
Noc Tempre wrote:The code is available to have one terminal control multiple assets. What was interesting to learn, it can control the owner of any asset, not just null cannons. This can be used to make the current skirmish a little better while we wait for 3.0.
How it works - add a new console, the "Defense Command Terminal". If your team captures it, all turrets on the socket belong to you. To make this meaningful, all turrets would no longer be hack-able individually. An additional "Support Command Terminal" would do the same for CRUs and supply depots.
Their is one part that will require a change in code for this idea, and that is to disable the individual hacking of the installations if it is controlled by a single one. We would probably want to have the option to turn on or off individual hacking of said installations on a per installation basis.
Noc Tempre wrote:What it means - you have new objectives that don't directly help you win, but are still necessary to balance your tactics around. It spreads out important places to be which penalizes zerging. It make the turrets themselves more valuable since taking over the socket will flip the entire perimeter defense at once, not just the current location that is likely already cleared.
I see the value in it and would like to do it. It's a matter of getting it into our backlog (don't take that word by what you think, it just means get on the todo list).
Noc Tempre wrote:When is it - it could happen very quickly, before Uprising 1.2 even, but only if the community wants it because it would replace entirely the current mechanics if introduced for Skirmish, and would be unwise to introduce as a new queue at this time. So does this appeal to you? Why? Does it sound terrible? Why not then?
By 1.2 it would not be able to be done. That is a large amount of work. The code would probably be rather simple, but the level design team would have to implement this in all sockets, then of course test it. This also means we would probably have to actually set up entire new installation layouts in the sockets (a seperate set for this purpose), and as you may know, there are a lot of sockets.
Noc Tempre wrote:Also, turrets need at least supply depot health, it's silly they can be 1-2 shot by common fits. But that only partially is on-topic.
Once turrets are player dropped, we don't want a zerg of super strong turrets do we? We will probably have a good deal of them showing up once you guys can call them in. Those should be the ones you guys can fit to be stronger. My personal opinion on that anyways. |
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Vallud Eadesso
Subdreddit Test Alliance Please Ignore
216
|
Posted - 2013.06.19 01:24:00 -
[6] - Quote
While you're here, Logic... is this not a slight modification of the code used in the old alpha builds?
When we hacked a point weapons and spawn points would spawn in. Why can't we just do that and 'lock' the modules dropped down to be unhackable?
I get the map guys may need more time to work on it, but I don't see it taking an incredibly long time. All the code and assets are there for both systems (Old alpha game mode + Ambush OMS).
They just need tying together, surely? |
Himiko Kuronaga
SyNergy Gaming EoN.
626
|
Posted - 2013.06.19 01:45:00 -
[7] - Quote
Independent player dropped turrets can and should have different HP values. Preferably lower, at the expense of having them wherever you desire to place them. Really strong ones could be placed, but they would be very expensive to deploy and there should be limitations.
Socket-based turrets that are already a part of the map, however, should always be strong. There has to be a strategic reason to capture the point, and a ridiculously strong set of turrets that maintain a difficult to remove presence is just the ticket. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
584
|
Posted - 2013.06.19 01:48:00 -
[8] - Quote
Setting up a socket system would make debugging player placed installations all the more easier - if the placement were to be limited to prechosen sockets. In pc, paying money to expand the energy supply network could add a bit of strategy and depth to defense... |
Disturbingly Bored
The Strontium Asylum
283
|
Posted - 2013.06.19 01:51:00 -
[9] - Quote
Just posting to support a cool idea. I could see this blended with Skirmish 1.0 so that taking over a district feels like assaulting an outpost.
Infiltrate -> Undermine -> Overrun
+1 to OP. |
Zero Harpuia
WarRavens League of Infamy
514
|
Posted - 2013.06.19 01:57:00 -
[10] - Quote
CCP LogicLoop wrote: Once turrets are player dropped, we don't want a zerg of super strong turrets do we? We will probably have a good deal of them showing up once you guys can call them in. Those should be the ones you guys can fit to be stronger. My personal opinion on that anyways.
HA. Turrets, once they come under fire, are perfectly unsalvageable. Whether a non-rendered batch of swarms or missiles, an out-of-range Forge, or maybe just a Railgun turret with a good view, the bloody things become so much scrap metal within moments. The preset turrets need to have at LEAST as much HP as a decently fitted ADV level HAV or there just isn't any point in having them. Why do you think so many people just hack a redline Railgun or grab a Forge and blast all the turrets? It's because they don't see themselves using them. Only map with good turrets is Ashlands. You all know the one, C-side. Maybe Communications has one too. |
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Icy TIG3R
Red Star. EoN.
374
|
Posted - 2013.06.19 02:01:00 -
[11] - Quote
Good thread |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
352
|
Posted - 2013.06.19 02:04:00 -
[12] - Quote
Why not have three turrets?
Small: Like the ones that vanished shortly after Craterlake, hackable, low HP, droppable, great AI to make them a severe threat against infantry if not controlled, customizable by players in the future.
Large: Like the ones we have now, customizable by players in the future and droppable.
Fortress: Ones even bulkier then the ones we have now with significantly more HP, NOT droppable, customizable in the future by players for player bases thus already present at the start of a "game," NOT hackable and activated by hackable terminals in a network. This third type could be considered a "new" or "separate" type then the normal turrets (like our Null cannons) if that would be easier code wise then modifying current turrets to be hackable or not.
The new "fortress" type would allow you to not worry about super-HP turrets being deploy-spammed as they are a visibly separate type of turret that are restricted to being part of a static base network. |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
135
|
Posted - 2013.06.19 02:07:00 -
[13] - Quote
wouldn't this be a indirect nerf to hacking skills since it would be used less there is less reason to spec into it
|
hgghyujh
Expert Intervention Caldari State
36
|
Posted - 2013.06.19 02:10:00 -
[14] - Quote
Noc Tempre wrote:The code is available to have one terminal control multiple assets. What was interesting to learn, it can control the owner of any asset, not just null cannons. This can be used to make the current skirmish a little better while we wait for 3.0.
How it works - add a new console, the "Defense Command Terminal". If your team captures it, all turrets on the socket belong to you. To make this meaningful, all turrets would no longer be hack-able individually. An additional "Support Command Terminal" would do the same for CRUs and supply depots.
What it means - you have new objectives that don't directly help you win, but are still necessary to balance your tactics around. It spreads out important places to be which penalizes zerging. It make the turrets themselves more valuable since taking over the socket will flip the entire perimeter defense at once, not just the current location that is likely already cleared.
When is it - it could happen very quickly, before Uprising 1.2 even, but only if the community wants it because it would replace entirely the current mechanics if introduced for Skirmish, and would be unwise to introduce as a new queue at this time. So does this appeal to you? Why? Does it sound terrible? Why not then?
Also, turrets need at least supply depot health, it's silly they can be 1-2 shot by common fits. But that only partially is on-topic.
or we would need the ability to call in more turrets. |
ZDub 303
TeamPlayers EoN.
412
|
Posted - 2013.06.19 02:11:00 -
[15] - Quote
Turrets can remain pretty fragile, but I think they should be 'reviveable'.
In mag, the bunkers had turrets that would be disabled once destroyed.. and then a lot of times someone would go upstairs with a repair tool and repair it back to operational status.
I think that is something that needs to be added into the game... otherwise they usually just get cleared out pretty quick and then they are gone for good.
This would also give us a reason to run inert repair tools... you know the ones that repair installations? (and are currently pointless).
This should happen with all installations: turrets, supply depots, and CRUs, and whatever is added into the future.
Then once that's done... we need a drastic reduction on CRU health... so they are actually destroyable by something other than a railgun tank shooting at it for 3 minutes. |
Ten-Sidhe
Osmon Surveillance Caldari State
502
|
Posted - 2013.06.19 02:12:00 -
[16] - Quote
If I understand correctly, if done currently they would all flip if the new console was hacked and could be hacked normally?
I don't see a need to fix this in code, being able to both a hack a single turret and flip them all from the node sounds like it would give lots of options for how to go about a battle.
Only way it would be an issue is if the turrets are flipped on at a time while you still hold the defense command terminal you can't hack the terminal to flip them back. Both side should be able to hack the terminal if some turrets are on each side to flip them to their side.
Question, what happens if a turret is maned as it is flipped? It can't happen now, but I could with this change. Unless any turret being manned prevented the command console being hack-able, which would be annoying. I suggest it flipping even if controlled, user is already at the turret base and could just try to rehack it if it flips while they man it.
+1 for good idea to Noc Tempre |
hgghyujh
Expert Intervention Caldari State
36
|
Posted - 2013.06.19 02:23:00 -
[17] - Quote
Xocoyol Zaraoul wrote:Why not have three turrets?
Small: Like the ones that vanished shortly after Craterlake, hackable, low HP, droppable, great AI to make them a severe threat against infantry if not controlled, customizable by players in the future.
Large: Like the ones we have now, customizable by players in the future and droppable.
Fortress: Ones even bulkier then the ones we have now with significantly more HP, NOT droppable, customizable in the future by players for player bases thus already present at the start of a "game," NOT hackable and activated by hackable terminals in a network. This third type could be considered a "new" or "separate" type then the normal turrets (like our Null cannons) if that would be easier code wise then modifying current turrets to be hackable or not.
The new "fortress" type would allow you to not worry about super-HP turrets being deploy-spammed as they are a visibly separate type of turret that are restricted to being part of a static base network.
this! I mean its long term but THIS! |
Brutus Va'Khan
Tronhadar Free Guard Minmatar Republic
33
|
Posted - 2013.06.19 02:38:00 -
[18] - Quote
1.) I like the idea of being able to call down turrets. Sockets > putting them anywhere (see dropship snipers) 2.) I like the idea of being able to revive these turrets with a repping tool. |
Rynoceros
One-Armed Bandits
137
|
Posted - 2013.06.19 02:44:00 -
[19] - Quote
+1 +1 more for sneaking a good post in General Discussion |
Ignatius Crumwald
IMPSwarm Negative-Feedback
584
|
Posted - 2013.06.19 02:58:00 -
[20] - Quote
I like the revivable turret idea. Mostly because once ADV and Proto installations come into play, you won't have to worry about putting too much HP into them, you can simply make them the standard percentage amount stronger and focus on making them execute better, perhaps simply making them have better AI than militia would be worth a proto turret if they're revivable.
I'd actually like to see repair drone station installations on the order of what is being prepared for PVE. Instead of having them attack and throw the balance of the game out of whack, they could simply be support handling the repairs of the facility. |
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Ignatius Crumwald
IMPSwarm Negative-Feedback
584
|
Posted - 2013.06.19 03:02:00 -
[21] - Quote
Syther Shadows wrote:wouldn't this be a indirect nerf to hacking skills since it would be used less there is less reason to spec into it
No, because you could still hack individual turrets. Maybe it would give the skill more necessity as those with higher hacking levels could temporarily overtake more of a given system from outside the major node or even jump from turret to turret - even using CRUs to teleport around.
There's a ton of strategy and possibilities to explore on the hacking skill front outside of simply adding more speed. |
Draxus Prime
BurgezzE.T.F
714
|
Posted - 2013.06.19 03:03:00 -
[22] - Quote
i love u logicloop |
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CCP LogicLoop
C C P C C P Alliance
142
|
Posted - 2013.06.19 03:40:00 -
[23] - Quote
Vallud Eadesso wrote:While you're here, Logic... is this not a slight modification of the code used in the old alpha builds?
When we hacked a point weapons and spawn points would spawn in. Why can't we just do that and 'lock' the modules dropped down to be unhackable?
I get the map guys may need more time to work on it, but I don't see it taking an incredibly long time. All the code and assets are there for both systems (Old alpha game mode + Ambush OMS).
They just need tying together, surely?
That code has been ignored since the implementation of SK 2.0. It just does not function and would require an entire re-write to work the current code. |
|
Mavado V Noriega
SyNergy Gaming EoN.
3550
|
Posted - 2013.06.19 03:54:00 -
[24] - Quote
Noc Tempre wrote:The code is available to have one terminal control multiple assets. What was interesting to learn, it can control the owner of any asset, not just null cannons. This can be used to make the current skirmish a little better while we wait for 3.0.
How it works - add a new console, the "Defense Command Terminal". If your team captures it, all turrets on the socket belong to you. To make this meaningful, all turrets would no longer be hack-able individually. An additional "Support Command Terminal" would do the same for CRUs and supply depots.
What it means - you have new objectives that don't directly help you win, but are still necessary to balance your tactics around. It spreads out important places to be which penalizes zerging. It make the turrets themselves more valuable since taking over the socket will flip the entire perimeter defense at once, not just the current location that is likely already cleared.
When is it - it could happen very quickly, before Uprising 1.2 even, but only if the community wants it because it would replace entirely the current mechanics if introduced for Skirmish, and would be unwise to introduce as a new queue at this time. So does this appeal to you? Why? Does it sound terrible? Why not then?
Also, turrets need at least supply depot health, it's silly they can be 1-2 shot by common fits. But that only partially is on-topic.
+1 |
From Costa Rica
Grupo de Asalto Chacal CRONOS.
113
|
Posted - 2013.06.19 03:55:00 -
[25] - Quote
CCP LogicLoop wrote:Vallud Eadesso wrote:While you're here, Logic... is this not a slight modification of the code used in the old alpha builds?
When we hacked a point weapons and spawn points would spawn in. Why can't we just do that and 'lock' the modules dropped down to be unhackable?
I get the map guys may need more time to work on it, but I don't see it taking an incredibly long time. All the code and assets are there for both systems (Old alpha game mode + Ambush OMS).
They just need tying together, surely? That code has been ignored since the implementation of SK 2.0. It just does not function and would require an entire re-write to work the current code.
now that just does not seem wise. |
DoomLead
Dead Six Initiative Lokun Listamenn
36
|
Posted - 2013.06.19 04:03:00 -
[26] - Quote
Great post
Logic you could have a whole new game mode if you all try to implement it to help us with the boredom especially if you incorporate it into a pve mode |
steadyhand amarr
Amarr Immortal Volunteers
727
|
Posted - 2013.06.19 07:58:00 -
[27] - Quote
I would love to know your coding standards to end up not being able to reuse code :/ |
Felix Totenkreuz
Intrepidus XI Omega Commission
16
|
Posted - 2013.06.19 09:39:00 -
[28] - Quote
Here's to hoping deployable turrets actually lets the user sit inside them, for a bit of improved cover. |
steadyhand amarr
Amarr Immortal Volunteers
729
|
Posted - 2013.06.19 09:42:00 -
[29] - Quote
The old caldari turrets you could do that :-) |
Django Quik
R.I.f.t
695
|
Posted - 2013.06.19 22:33:00 -
[30] - Quote
Xocoyol Zaraoul wrote:Why not have three turrets?
Small: Like the ones that vanished shortly after Craterlake, hackable, low HP, droppable, great AI to make them a severe threat against infantry if not controlled, customizable by players in the future.
Large: Like the ones we have now, customizable by players in the future and droppable.
Fortress: Ones even bulkier then the ones we have now with significantly more HP, NOT droppable, customizable in the future by players for player bases thus already present at the start of a "game," NOT hackable and activated by hackable terminals in a network. This third type could be considered a "new" or "separate" type then the normal turrets (like our Null cannons) if that would be easier code wise then modifying current turrets to be hackable or not.
The new "fortress" type would allow you to not worry about super-HP turrets being deploy-spammed as they are a visibly separate type of turret that are restricted to being part of a static base network. Combine this with the OP and you've got yourself one hell of an advancement in this game. |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1187
|
Posted - 2013.06.19 22:40:00 -
[31] - Quote
Noc Tempre wrote:The code is available to have one terminal control multiple assets. What was interesting to learn, it can control the owner of any asset, not just null cannons. This can be used to make the current skirmish a little better while we wait for 3.0.
How it works - add a new console, the "Defense Command Terminal". If your team captures it, all turrets on the socket belong to you. To make this meaningful, all turrets would no longer be hack-able individually. An additional "Support Command Terminal" would do the same for CRUs and supply depots.
What it means - you have new objectives that don't directly help you win, but are still necessary to balance your tactics around. It spreads out important places to be which penalizes zerging. It make the turrets themselves more valuable since taking over the socket will flip the entire perimeter defense at once, not just the current location that is likely already cleared.
When is it - it could happen very quickly, before Uprising 1.2 even, but only if the community wants it because it would replace entirely the current mechanics if introduced for Skirmish, and would be unwise to introduce as a new queue at this time. So does this appeal to you? Why? Does it sound terrible? Why not then?
Also, turrets need at least supply depot health, it's silly they can be 1-2 shot by common fits. But that only partially is on-topic.
Sounds interesting and like a plus overall. I would add one tweak however Mercs sporting codebreakers should still be able to hack on an individual basis, perhaps with a minimum meta or skill level required, to avoid trivializing the infiltration/hacking fits which are already one of the lessor used builds on average.
With that one tweak in mind I think it would be a great way to add more complexity and options for team play.
+1
~Cross |
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CCP LogicLoop
C C P C C P Alliance
159
|
Posted - 2013.06.20 01:28:00 -
[32] - Quote
From Costa Rica wrote:CCP LogicLoop wrote:Vallud Eadesso wrote:While you're here, Logic... is this not a slight modification of the code used in the old alpha builds?
When we hacked a point weapons and spawn points would spawn in. Why can't we just do that and 'lock' the modules dropped down to be unhackable?
I get the map guys may need more time to work on it, but I don't see it taking an incredibly long time. All the code and assets are there for both systems (Old alpha game mode + Ambush OMS).
They just need tying together, surely? That code has been ignored since the implementation of SK 2.0. It just does not function and would require an entire re-write to work the current code. now that just does not seem wise.
It's not about a wise decision or not. We pulled away from SK 1.0. That is why it is called SK 2.0. All code and optimizations in terms of game modes and a lot of other game mechanics went into the support of SK 2.0 and the various Ambush settings. Have to remember as optimizations happen, as the new skirmish came in to place, a lot of its core code was based on the older stuff. It's not like we just started a whole new system on the side. We worked with what we had at the time. |
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IamI3rian
OSG Planetary Operations Covert Intervention
204
|
Posted - 2013.06.20 01:31:00 -
[33] - Quote
So.... you didn't 'save file as...' when you overwrote the code?
Yeah, I'm kinda leaning towards unwise myself. Then again, I'm not a programmer, so what do I know. |
Waruiko DUST
G I A N T EoN.
102
|
Posted - 2013.06.20 01:34:00 -
[34] - Quote
Its awesome to see a dev talk with us like this. There has been far to little of that imop. |
Draxus Prime
BurgezzE.T.F
719
|
Posted - 2013.06.20 01:43:00 -
[35] - Quote
kind of off topic but would it be possible to reintroduce crater lake logic? |
Summer-Wolf
BetaMax Beta CRONOS.
110
|
Posted - 2013.06.20 01:54:00 -
[36] - Quote
I want this
Noc Tempre wrote:The code is available to have one terminal control multiple assets. What was interesting to learn, it can control the owner of any asset, not just null cannons. This can be used to make the current skirmish a little better while we wait for 3.0.
How it works - add a new console, the "Defense Command Terminal". If your team captures it, all turrets on the socket belong to you. To make this meaningful, all turrets would no longer be hack-able individually. An additional "Support Command Terminal" would do the same for CRUs and supply depots.
What it means - you have new objectives that don't directly help you win, but are still necessary to balance your tactics around. It spreads out important places to be which penalizes zerging. It make the turrets themselves more valuable since taking over the socket will flip the entire perimeter defense at once, not just the current location that is likely already cleared.
When is it - it could happen very quickly, before Uprising 1.2 even, but only if the community wants it because it would replace entirely the current mechanics if introduced for Skirmish, and would be unwise to introduce as a new queue at this time. So does this appeal to you? Why? Does it sound terrible? Why not then?
Also, turrets need at least supply depot health, it's silly they can be 1-2 shot by common fits. But that only partially is on-topic.
With this.
Xocoyol Zaraoul wrote:Why not have three turrets?
Small: Like the ones that vanished shortly after Craterlake, hackable, low HP, droppable, great AI to make them a severe threat against infantry if not controlled, customizable by players in the future.
Large: Like the ones we have now, customizable by players in the future and droppable.
Fortress: Ones even bulkier then the ones we have now with significantly more HP, NOT droppable, customizable in the future by players for player bases thus already present at the start of a "game," NOT hackable and activated by hackable terminals in a network. This third type could be considered a "new" or "separate" type then the normal turrets (like our Null cannons) if that would be easier code wise then modifying current turrets to be hackable or not.
The new "fortress" type would allow you to not worry about super-HP turrets being deploy-spammed as they are a visibly separate type of turret that are restricted to being part of a static base network.
As for reusing old codes, if they havent been updated for SK 2.0. they are pretty much unusable. Its like using an old file from WordPerfect and trying to reformat it manually to look nice in the latest Office Word without using automated conversion. Copy pasting codes is... a pain in the butt. wut wut in da butt. |
BatKing Deltor
Tank Bros. DARKSTAR ARMY
34
|
Posted - 2013.06.20 02:08:00 -
[37] - Quote
+1 for new game mode idea. |
PlanetSide2Bomber
Edimmu Warfighters Gallente Federation
0
|
Posted - 2013.06.20 03:07:00 -
[38] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year Insane Infantry Push Amazing Night Battle Night to Day Canyon Battle Intense Field Battle Desert Infantry Line Huge Desert Tank Battle 100 Tank Convoy 150 man Air Raid 65/0 Kill streak in the air
NC Montage
Factions Explained |
Blind Nojoy
G I A N T EoN.
30
|
Posted - 2013.06.20 03:17:00 -
[39] - Quote
When I'm feeling down on myself, I just remember........that at least I'm not you.
Crack a beer, read a book, volunteer at a food bank, sh*t man do something else for a little while.
I'm sure you'll just beat off to a PS2 trailer though, and be right back. |
Django Quik
R.I.f.t
697
|
Posted - 2013.06.20 08:06:00 -
[40] - Quote
IamI3rian wrote:So.... you didn't 'save file as...' when you overwrote the code?
Yeah, I'm kinda leaning towards unwise myself. Then again, I'm not a programmer, so what do I know. That's not what he said.
In programming sometimes when you modify other areas of code and don't touch another, the 2nd piece of code you've ignored becomes obsolete and no longer fits with the way the rest of the code now works. It's like a cooking recipe where you decide to leave out one ingredient when you change the recipe; later you might think oh that ingredient wasn't too bad actually but it no longer works with the other stuff you've done to the recipe while it's been gone. You have to remake the whole recipe to include it again. |
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J-Lewis
Edimmu Warfighters Gallente Federation
155
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Posted - 2013.06.20 09:07:00 -
[41] - Quote
CCP LogicLoop wrote:From Costa Rica wrote:CCP LogicLoop wrote:Vallud Eadesso wrote:While you're here, Logic... is this not a slight modification of the code used in the old alpha builds?
When we hacked a point weapons and spawn points would spawn in. Why can't we just do that and 'lock' the modules dropped down to be unhackable?
I get the map guys may need more time to work on it, but I don't see it taking an incredibly long time. All the code and assets are there for both systems (Old alpha game mode + Ambush OMS).
They just need tying together, surely? That code has been ignored since the implementation of SK 2.0. It just does not function and would require an entire re-write to work the current code. now that just does not seem wise. It's not about a wise decision or not. We pulled away from SK 1.0. That is why it is called SK 2.0. All code and optimizations in terms of game modes and a lot of other game mechanics went into the support of SK 2.0 and the various Ambush settings. Have to remember as optimizations happen, as the new skirmish came in to place, a lot of its core code was based on the older stuff. It's not like we just started a whole new system on the side. We worked with what we had at the time.
Here's a slightly different question:
How much effort goes into future proofing the code (def: taking future additions on the road map into account to minimize forced iteration)? Am I right in assuming that due in large part to DUST 514 not running in its intended engine (UE3 instead of Carbon), code written for the UE3 engine is intentionally not being as future proofed as it would be if the PS3 could handle Carbon -- as it would need to be re-written for the latter engine regardless (within the next few years?)?
Alternatively, is it simply down to development still being touch-and-go and most new code needing to be tested live (for feedback) before deciding if it should be future proofed?
This question doesn't apply to all code; just the stuff that can't be ported seamlessly between engines.
I'm asking because a lot of the code work on EVE seems extensively future proofed (especially in terms of UI).
Finally; how much of the code that has currently been written is portable between engines? |
Aeon Amadi
Mannar Focused Warfare Gallente Federation
1608
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Posted - 2013.06.20 17:19:00 -
[42] - Quote
Id pay a monthly subscription if Dust was on Carbon... Just saying..... |
ZDub 303
TeamPlayers EoN.
439
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Posted - 2013.06.20 17:36:00 -
[43] - Quote
Aeon Amadi wrote:Id pay a monthly subscription if Dust was on Carbon... Just saying.....
I sometimes wonder if Dust would have been better off on the PC with a subscription. Cause it doesn't seem to be flying with the console crowd.
This game could do so much more with the right hardware. |
J-Lewis
Edimmu Warfighters Gallente Federation
155
|
Posted - 2013.06.20 17:42:00 -
[44] - Quote
ZDub 303 wrote:Aeon Amadi wrote:Id pay a monthly subscription if Dust was on Carbon... Just saying..... I sometimes wonder if Dust would have been better off on the PC with a subscription. Cause it doesn't seem to be flying with the console crowd. This game could do so much more with the right hardware.
Well, we might see a PC port (if we're lucky) along with a PS4 release in what... 2-3 years? |
ZDub 303
TeamPlayers EoN.
439
|
Posted - 2013.06.20 17:59:00 -
[45] - Quote
J-Lewis wrote:Well, we might see a PC port (if we're lucky) along with a PS4 release in what... 2-3 years?
I'm pretty confident we'll never see this game come to PC... not with the free to play model at least. The risk for hacking on a F2P model is just too great. |
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