Things you'd like to see...

Welcome to the new war raging across hundreds of light years at once, with mechanized Titans as the main fighting force.

Moderator: MOD_TitansOfSteel

Thorgrim
Posts: 1732
Joined: Thu Oct 11, 2001 8:00 am
Location: Portugal
Contact:

Post by Thorgrim »

LarkinVB wrote:That looks ok for me. Jock randomness and weight randomness are not related.
That is obvious.
What I meant with my post was, it's not *that* uncommon to get skill deviations, even at 8 and 2%. And with skill *and* weight deviations, you're likely to get more than what you asked for. That's all.
Iceman
LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
Contact:

Post by LarkinVB »

Are just pointing out or do you say you don't like it ? I just don't get the message.
widowmaker
Posts: 91
Joined: Fri Sep 12, 2003 8:11 am
Location: Western Kentucky

Post by widowmaker »

I'd like to be able to back out of a called shot without closing the attack window. Not really a bug, just a convenience, similar to Iceman and BBlue requesting being able to hit 'x' with the window open.

Also, if something happens which makes a called shot possible that wasn't before (e.g. the enemy fails a pilot check and hits the ground, jumping hit %'s above 85), it'd be nice if the called shot crosshair appeared immediately. Currently, you have to back out of the attack window to get the crosshair. Once again, not a bug, just a refinement.

On the attack menu, a shortcut key for "Wait On... Unit... New Enemy" would be helpful (i.e. instead of hitting three keys, hit one). This may have been mentioned already, but I can't remember, and I use that sequence frequently.

Another idea for expansion/sequel, I think it would be cool to have fixed implacements. Not really as an option for players, but for the editor. I'd like a scenario where the player's Titans have to assault a fortress with gun and missile turrets surrounding it. Buildings already have HPs, just let them shoot back :D . Maybe a stretch, I know, but it's an idea.

widowmaker
"The trick is to be angled just right so when your Titan's engine shuts down, you fall behind the cover."

--"Running the Redline", page 37.
LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
Contact:

Post by LarkinVB »

widowmaker wrote: On the attack menu, a shortcut key for "Wait On... Unit... New Enemy" would be helpful (i.e. instead of hitting three keys, hit one). This may have been mentioned already, but I can't remember, and I use that sequence frequently.
Tip : Look at the keys available with F1. Maybe you find what you are looking for.
LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
Contact:

Post by LarkinVB »

widowmaker wrote:I'd like to be able to back out of a called shot without closing the attack window. Not really a bug, just a convenience, similar to Iceman and BBlue requesting being able to hit 'x' with the window open.

Also, if something happens which makes a called shot possible that wasn't before (e.g. the enemy fails a pilot check and hits the ground, jumping hit %'s above 85), it'd be nice if the called shot crosshair appeared immediately. Currently, you have to back out of the attack window to get the crosshair. Once again, not a bug, just a refinement.
I rejected it during beta because of my work overload. Seems its time to do it now. Even better you will be automatically backed out if you have fired all possible weapons in called hit mode and still have more weapons ready for non called shots.
AStott
Posts: 73
Joined: Tue May 16, 2000 8:00 am
Location: Layton, UT, USA
Contact:

Post by AStott »

Oh, that'll be very nice to have. Can't wait!
LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
Contact:

Post by LarkinVB »

Sorry guys. During coding the different handling I ran into lots of problems which will force a delay of the nearly finished patch for a long time. I don't want this so I might add better called hit handling later. I think you all do deserve a patch and the improvement wouldn't justify the trouble.
widowmaker
Posts: 91
Joined: Fri Sep 12, 2003 8:11 am
Location: Western Kentucky

Post by widowmaker »

LarkinVB wrote:Tip : Look at the keys available with F1. Maybe you find what you are looking for.
:o

Oh. Yeah. I knew that. I was... just testing you. Yeah, I was testing you. Good job, you passed...






Anyone buying this?

widowmaker
"The trick is to be angled just right so when your Titan's engine shuts down, you fall behind the cover."

--"Running the Redline", page 37.
Thorgrim
Posts: 1732
Joined: Thu Oct 11, 2001 8:00 am
Location: Portugal
Contact:

Post by Thorgrim »

widowmaker wrote:Another idea for expansion/sequel, I think it would be cool to have fixed implacements. Not really as an option for players, but for the editor. I'd like a scenario where the player's Titans have to assault a fortress with gun and missile turrets surrounding it. Buildings already have HPs, just let them shoot back :D . Maybe a stretch, I know, but it's an idea.
Yep, requested it during beta too, but no luck. It is possible to simulate this with the map editor, if you put your mind to it though. Not perfect but possible.
Iceman
LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
Contact:

Post by LarkinVB »

Oh, it would be really nice. And a lot of work.
widowmaker
Posts: 91
Joined: Fri Sep 12, 2003 8:11 am
Location: Western Kentucky

Post by widowmaker »

Would it be possible to make losing a scanner link a "break wait" event? It's really annoying when I have a Titan "wake up" from a wait, but not be able to take advantage of a link because it broke sometime during the wait. The only time I've seen a broken link activate the linking Titan is during an active scan or a lock target through the link, and I think the activate was more from losing contact with the target than losing the link. I understand this may be complicated, because it shouldn't interupt any other attack menu function, just "wait on" commands. Can this be done? Thanks.


widowmaker
"The trick is to be angled just right so when your Titan's engine shuts down, you fall behind the cover."

--"Running the Redline", page 37.
Thorgrim
Posts: 1732
Joined: Thu Oct 11, 2001 8:00 am
Location: Portugal
Contact:

Post by Thorgrim »

Yep, there were a few enhancement suggestions for scanner links (including this one) that didn't make it during beta due to workload restrictions. Maybe when Larkin gets back from the party... I mean, the LAN party. :D
Iceman
widowmaker
Posts: 91
Joined: Fri Sep 12, 2003 8:11 am
Location: Western Kentucky

Post by widowmaker »

Wow. I seem to have a knack for digging up old bones, so to speak. That's the third or fourth suggestion I've made that was brought up during Beta.

Wish I'd heard of this game sooner. I'd have loved to have been part of development/testing. :(

widowmaker
"The trick is to be angled just right so when your Titan's engine shuts down, you fall behind the cover."

--"Running the Redline", page 37.
widowmaker
Posts: 91
Joined: Fri Sep 12, 2003 8:11 am
Location: Western Kentucky

Post by widowmaker »

What about a filter for the mission/campaign lists? Only show missions/campaigns appropriate to the level of the squad? It feels really weird to read the briefing of a mission calling for an extremely experienced squad and have it use my squad's name and talk about having "heard of their exploits", etc., when my squad consists of three rookies riding Recons. Could the list be filtered to show only missions/campaigns rated within one or two experience levels of the squad's level? Or maybe list all missions/campaigns rated for up to the squad's level and one level higher? Not really necessary, as anyone taking one of those missions with a substandard squad gets what they deserve, but it'd be a nice touch, and would add to the feel of the fictional universe.

Just a thought.

widowmaker
"The trick is to be angled just right so when your Titan's engine shuts down, you fall behind the cover."

--"Running the Redline", page 37.
Thorgrim
Posts: 1732
Joined: Thu Oct 11, 2001 8:00 am
Location: Portugal
Contact:

Post by Thorgrim »

That's really something up to the map designer to avoid using terms that might raise this kind of issue IMO.
Iceman
LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
Contact:

Post by LarkinVB »

widowmaker wrote:Would it be possible to make losing a scanner link a "break wait" event? I understand this may be complicated, because it shouldn't interupt any other attack menu function, just "wait on" commands. Can this be done? Thanks.

widowmaker
I see it might be usefull often. But I can think of situations were I don't care much for a broken link and will feel annoyed if it breaks my wait. Perhaps I just add a message when the link is lost ?
LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
Contact:

Post by LarkinVB »

I did it like that : Losing a link will only break 'wait on new foe' in attack mode.
MahaROGa
Posts: 31
Joined: Thu Aug 21, 2003 11:36 pm
Location: DFW

Post by MahaROGa »

My 2 cents....

If I'm "waiting on recycle" and I have a scanner link established that I plan on using when the weapon recycles. If the scanner link break would interupt my "wait on recycle" then I would have a chance to reestablish the link before the recycle completes. Otherwise I have to wait of the recycle and then wait to reestablish the link.

I would think that you would ALWAYS want the scanner link break to interrupt any other attack wait state. So that you would be able to attempt to reestablish the link ASAP. If the link isn't important, why do you even have it established?
LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
Contact:

Post by LarkinVB »

Often links take much longer than recycles. Often I use links just to see more but can live without them. Other oppinions ?
Thorgrim
Posts: 1732
Joined: Thu Oct 11, 2001 8:00 am
Location: Portugal
Contact:

Post by Thorgrim »

Well, I guess you know my opinion, since I brought this up several times during beta ;)

As to always wanting wait states interrupted, that's arguable. When healing and when in "repair" bays are 2 examples.
Having a link established doesn't mean you'll *always* take advantage of it.

OTOH, if the wait state is a weapon recycle, it's not too hard to press x. Or any other shortcut.
Iceman
Post Reply

Return to “Titans of Steel - Warring Suns”