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Alpha

Found 4 results

  1. In many ways, a hitscan point and fire based shooting system is very similar to the way mining works at the current moment. With mining: The player shoots a raycast from the direction you are pointing, and removes voxels in the area around where the raycast hit. With a hitscan point and fire weapon system this process is very similar: The player shoots a raycast from the direction the gun is pointing, and removes voxels and damages elements in the area around where the raycast hit. If these two processes are so similar, why do we have to stick with the boring EvE-style PvP mechanics we have now? My two main theories are this: it would be too hard to aim with such high ranges (nq should definitely reduce combat range + speed) they haven't got round to doing it yet (most likely) And I know this one is far off, but the same goes for AvA. why does ava have to be a locking based system as well?
  2. AvA (avatar vs avatar) combat is a basic feature of DU. CvC (construct vs construct) was added when the KS stretch goal was reached. But once ships became "shooty", it automatically opened up the possibility of AvC (avatar vs construct) combat, which is inherently imbalanced. A handheld weapon cannot match the power of a ship-mounted weapon. Infantry will need man-portable anti-construct weapons to defend themselves, otherwise they will be "farmed" by construct pilots. In PS2 that's covered by shoulder-launched missiles and by mounting AAA guns on mech suits, because that calibre of weapon is not practical for a human unless they're wearing an exosuit. Alternatively, infantry will have to operate under the cover of assault hovercraft that have anti-ship weapons. Target-locking further complicates things, because it devalues evasive maneuvers. The effectiveness of running in a zig-zag pattern to throw-off a fighter's aim in a strafe attack is difficult to model in a target-lock environment. Same with "dodge" moves or jetpack bursts. Bombardment from space has been ruled-out, but it's presumably possible to make your dreadnought atmosphere-capable. That would imply that a base will have to have defenses (both passive and active) that can cope with capital ship-sized targets and associated weapons damage. But what are the implications of that for infantry small arms ? Will they be utterly useless against base fortifications ? EVE uses target-lock timers and traverse speed limits to make large guns ineffective against small, fast-moving targets. Works fine for ship combat, but infantry are really slow in comparison to a fighter-class ship...
  3. Few questions about combat system: - will avatars take same amount of dammages on every points of the body? - will there be one shot kills? (head shots) - what are missing chances on moving targets? - will there be some dodge moves for avatar controls? - what does lock means on moving targets? first person cursor will keep following moving target? or lock just means locking at a fix position and moving target could easily move out? - what are chances in AvA to escape from an unknow hidden positionned fire assault? - in CvC what are chances to dodge while beeing chassed? - in CvC will we need to aproximatly apreciate the distance and movement speed of a target before locking and firing? - in one seat combat hoovercraft, will there also be the lock and fire system?
  4. They have said at the very bottom of the kick starter and in the newsletter that CvC is a stretch goal to be done after hitting 500K, but they have never specified how much the stretch goal is. I want to know. And now they've hit 500k, its the next big thing to ask. Anyone have any solid numbers?
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