General BlackDragon wrote:All my replies are not "required fixes", they're just suggestions for improvements. That said, I'll re-iterate my stronger feeling ones with more explination/clearification. <rest of text below>
GBD- Dust: Yes, it does look funky if you're in the air, --
CXN – To me, at this point, BZ1.5 dust looks more like a pulsing image, that acts as an overly visible tail rather than a dust tRail – that’s why I didn’t try to copy it so closely. Mine too doesn’t look fully realistic either, but I tried to make it look like a dispersing cloud, and have the “tail” part hopefully be a little less obvious, as well as its overall opacity/visibility be more muted/transparent.
GBD - Gun Spire ArcStreams: Yea, it's mainly the sound, but also the fact that they fire so much so fast. Negating the sound Fx of the explosion and fire sound should fix it.
CXN – But how is the sound issue any different if one is using or encounters several arc stream armed warriors, and going up against any combo of gtow(s), turret(s), and other enemy combat units? I know it’s annoying for the sound channels to get filled, but I’ve found that happens under lots conditions, well before I ever reconfigured my gspire. What BZII could really use, as I’ve encountered in other game engines, is the ability to each sound’s priority so that lower priority sounds would cutout/or not even play if there are already to many other higher priority sounds playing – in BZII’s case, would probably be something set in a unit/object odf per sound effect – but that would be more of a wish list patch issue …
Like other things, I’ll try to get around to it.
GBD - Though I'm personally against trying to prevent a player from rush hugging a spire. Why bother?
CXN - B/c it’s a defensive structure which can’t do its job if it is so easily killed if there are no other spires or units to help. I would say, that this overall issue is one in the early game against AI where on certain maps a Gspire is all alone guarding a scrap pool. Even in pb137 it’s incredibly easy to go right under it, kill it, and take the scrap pool – even moreso if the player is using linked weapons. But even in an MP game, in a base, one could have other AI or human teammates fighting other enemy units, distracting them away from “aiding a gun spire” while another player again goes up and CSKs a gun spire that may be occupied fighting the other attackers.
GBD - or, Why not do that for every building, then?
CXN - B/c not every building is a dedicated defensive structure.
GBD - What about ibgtow???
CXN - I’ve never really been able to take out a full health gtow by myself, and with the way it is built and shoots, it’s better at defending itself from a close up attack.
GBD - What about your fancy (and cool) Fury Shrine? I can drive my scout inside the back of that and laugh with joy.
CXN - It’s not a multiple build defensive structure, it just happens to have a weapon (practically b/c I needed to have some way and reason for it to have power consumption (and use a lung).
GBD - You can't keep the player from doing everything abusive, so you shouldn't bother.
CXN - Well obviously I haven’t tried to stop every abuse since I’ve only messed with the gun spire.
GBD - With that said, I do believe if you want to keep the "Enemy" from getting too close to a gun tower, a periodic dispenser of a magnet mine with a short life but strong vehicle push, ought to do the trick.
CXN - I’d considered that earlier, but that seemed strange to have the player drive up and suddenly get pushed away for no apparent reason. – unless I also put a visible dome on it that would be at ground level, which also might be just as strange looking. But like everything else I might go back and try it.
GBD - -Fury SAV Wasp: I played on PB7, which allows dispensers to dispense things more correctly, and the WASP missiles came out of the furie's EYES. (Yes, those big yellow bulbs are EYES
CXN - Well I didn’t run every unit in the mod through all of pb1.3.7a – which seems to be an alpha rather than the full on beta – which implied to me that it was still subject to change, and therefore I didn’t want to spend a bunch of time testing my mod against things in it that might be changed before a full beta release of 1.3.7 - but maybe that’s what full releases are going to be now. Anyway, if the missiles are coming out of the “eyes” rather than at the ground, then it’s doing what it supposed to – be a Scion SAV, not wholly a BZI style SAV. All of this SAV’s weapon hp’s are either in the bottom tail bulb, or in the side oval “eyes”, and none are in the forward cockpit area, and yes, I’m well aware this is different than the BZI style SAV. (My Scion SAV is also smaller.) I’m claiming artistic license on this one.
Missiles shooting out of its eyes … awesome.
