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Author Topic: Constructor Enhancement?  (Read 555 times)
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Sonic
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« Reply #15 on: February 08, 2010, 04:55:32 PM »

Personally I thought BZ1 never really promoted the single base and send attacks down long paths. One of the major differences between BZ1 and BZ2 is that your main production unit, the Recycler, is mobile. This means as you take over more and more territory, you can relocate your main production base. In fact, the first CCA mission shows that the Americans were using this strategy. Taking down enemy forces nearby, building escort fleets and moving the Recycler closer to new enemy bases.

Even if your not the type to send your Recycler up first, your Mobile Unit Factory can pack up and move closer to the front lines.

Besides, I never found base buildings to last that long...not when you had players that would join an ST game as a Black Dog Grizzely and within 30 seconds toss a handful of splinters in your base.  rolleyes
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Firestorm29
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« Reply #16 on: February 08, 2010, 08:34:25 PM »

Sonic brings up a good point about how Splinters if placed in the right spot, can pretty much one-shot base structures.

Was there a fix proposed for this yet?
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eddywright
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« Reply #17 on: February 08, 2010, 08:56:09 PM »

There's been some discussion about nerfing the splinter a bit.  The question is how much...  Let's say it takes 2-3 splinters to wipe out a good portion of a base. If the damage is halved, it takes 4-6. Seems that is still too easy to accomplish compared to how many mortars it would take to do the same thing. So the question is, how much damage should the splinter do?

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TheWall
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« Reply #18 on: February 08, 2010, 10:21:11 PM »

Perhaps part of the problem with splinters is the range at what they can be deployed... and/or how much ammo they consume.  Make it so that only 1-2 can be dispersed, and within 50, maybe 100m. Or some trick to getting the to blossom, similar to an MDM, or like a hornet, you'd have to be able to lock onto it once it has settled to trigger it, and that can only be accomplished within a shorter range, with significant effort.
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Kevin - AKA TheWall
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« Reply #19 on: February 08, 2010, 10:23:56 PM »

Back to the Constructor, geysers idea... be it good or bad. Perhaps if only 3 could be made ever, total in a game (per player). Or having to deconstruct one to move it.

Regarding "strats" maps and moving units etc., some, probably even most maps dont allow for those sorts of options, such as Citadels.
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Kevin - AKA TheWall
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« Reply #20 on: February 08, 2010, 11:27:42 PM »

TribesNext is working great in Win7. I have it maxed out on graphics at 1680x1050 and I can record at 60fps.  There are about 50 servers online and plenty with players on them (a little surprising given the age of this game).

Still  haven't found a shifter server. I'll keep digging.

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« Reply #21 on: February 09, 2010, 12:22:35 AM »

TribesNext is working great in Win7. I have it maxed out on graphics at 1680x1050 and I can record at 60fps.  There are about 50 servers online and plenty with players on them (a little surprising given the age of this game).

Still  haven't found a shifter server. I'll keep digging.

Eddy

Shifter died with the TG clan moving on to other games like counterstrike.
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Firestorm29
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« Reply #22 on: February 09, 2010, 07:27:03 AM »

I was under the impression that the splinter is able to do so much damage due to being placed really close to buildings. I was thinking, "What if you make a check that'll cause the splinter to just explode when within a certain distance, (x) meters, to a building.

Then again, I think the problem with the splinter was simply that it could destroy a Recycler if placed in a certain spot. I really can't remember and I don't use Splinters very often.

Perhaps this splinter discussion should be in it's own thread?
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Ultraken
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« Reply #23 on: February 09, 2010, 01:47:11 PM »

BZ1 splinters do 40 damage per hit regardless of target, and large targets get hit a lot more.  BZ2 drastically reduces the damage against armored targets like buildings, but BZ1 doesn't have a mechanism to support something that.
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Sonic
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« Reply #24 on: February 09, 2010, 02:51:31 PM »

This is also why pilots can't scratch buildings with their pulse cannon but still damage scouts.

Edit: On the subject of splinters, I can't recall if you can destroy the splinter itself once it starts the spray. But if it could be destroyed, perhaps marking it as a hostile would allow internal base defenses to potentially shoot it down before it causes too much damage.
« Last Edit: February 09, 2010, 02:55:12 PM by Sonic » Logged

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« Reply #25 on: February 09, 2010, 04:43:25 PM »

Can't be destroyed, does work like Fang in BZ2 in that when concentrated (say, INSIDE the Recycler bay) it's devastating, and was the favorite tool of Mowerman...  so I faced them a lot.

They're a lot like a real-life 'daisycutter'.  Pop up and do their thing...


I have to say I like the 'explode if X meters close to a building' idea.  Very cool.

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« Reply #26 on: February 09, 2010, 05:30:23 PM »

I think the 'mentality' of keeping with the 'purity' of the original BZ is an absolute ruse.

I totally agree. Reason I don't like BZE is it's BZII element. I admire the Elite Corps first attempt to expand Battlezone after BZC was announced and wonderful inserts of heavy tanks models they made. There has never been anyone to my knowledge that would push the BZ envelope higher until Avatar. His idea's and storyline for BZ1 is unmatched. I don't think many here can claim to have played BZ1 as long as myself so I feel safe. Don't get me wrong I love playing BZII but there is a huge gap into grouping the two games together like BZE without a storyline and making it believable along with playability.
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« Reply #27 on: February 09, 2010, 06:11:52 PM »

Reason I don't like BZE is it's BZII element.

You'll have to step back and come up with another reason.

BZE has ALL the original BZ maps as well as ALL the BZ ships IN the proper maps.  You know, like a fixed BZ as best as could be fixed with the available code at hand.

But yes, BZE is certainly guilty of adding a crap load of extra content and fixing many of the game's exploits and hackable holes.

Just what the hell was Dx thinking!?!?!
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« Reply #28 on: February 09, 2010, 06:39:47 PM »

To answer your question , many have been trying to help FIX BZ , we simply dont have the tools that DX has. That said many fixes and updates could and would have been made earlier if we had this help. I don't know what your asking when you say the rest of us are guilty of not liking BZE on these merits.

What was DX thinking? maybe the same thing as you when you spent months making models for BZ that are absolutely useless for the game.
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« Reply #29 on: February 09, 2010, 07:34:50 PM »

To answer your question , many have been trying to help FIX BZ , we simply dont have the tools that DX has. That said many fixes and updates could and would have been made earlier if we had this help. I don't know what your asking when you say the rest of us are guilty of not liking BZE on these merits.

What was DX thinking? maybe the same thing as you when you spent months making models for BZ that are absolutely useless for the game.

Absolutely useless?

This is the second time this month someone on this board made me lol in my pants.
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