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Posted: Sun Sep 21, 2003 4:01 pm
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.
Posted: Sun Sep 21, 2003 4:29 pm
by LarkinVB
Are just pointing out or do you say you don't like it ? I just don't get the message.
Posted: Tue Sep 23, 2003 9:20 am
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

. Maybe a stretch, I know, but it's an idea.
widowmaker
Posted: Tue Sep 23, 2003 10:23 am
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.
Posted: Tue Sep 23, 2003 2:22 pm
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.
Posted: Tue Sep 23, 2003 5:59 pm
by AStott
Oh, that'll be very nice to have. Can't wait!
Posted: Tue Sep 23, 2003 10:59 pm
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.
Posted: Wed Sep 24, 2003 7:32 am
by widowmaker
LarkinVB wrote:Tip : Look at the keys available with F1. Maybe you find what you are looking for.
Oh. Yeah. I knew that. I was... just testing you. Yeah, I was testing you. Good job, you passed...
Anyone buying this?
widowmaker
Posted: Wed Sep 24, 2003 1:45 pm
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

. 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.
Posted: Wed Sep 24, 2003 2:12 pm
by LarkinVB
Oh, it would be really nice. And a lot of work.
Posted: Tue Oct 07, 2003 10:57 am
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
Posted: Tue Oct 07, 2003 12:56 pm
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.

Posted: Wed Oct 08, 2003 6:58 am
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
Posted: Thu Oct 09, 2003 12:39 pm
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
Posted: Sun Oct 12, 2003 7:03 pm
by Thorgrim
That's really something up to the map designer to avoid using terms that might raise this kind of issue IMO.
Posted: Mon Oct 13, 2003 5:45 pm
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 ?
Posted: Tue Oct 14, 2003 12:39 pm
by LarkinVB
I did it like that : Losing a link will only break 'wait on new foe' in attack mode.
Posted: Tue Oct 14, 2003 6:33 pm
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?
Posted: Tue Oct 14, 2003 7:26 pm
by LarkinVB
Often links take much longer than recycles. Often I use links just to see more but can live without them. Other oppinions ?
Posted: Wed Oct 15, 2003 1:49 pm
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.