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Post Iq' UrQ'akuq Update: 7.22
Work has been progressing on the new zone, albeit not as quickly as I would like it. Currently I would estimate that I am finished with 30-35% of the galaxy creation, which is overall, about 33% of the entire process.

There have been a few changes the to zone and a few new additions that should be both fun and interesting.

UrQa Kuu Qa'ik- If you hate Rumble Mumble, you probably are going to hate this even more. This is a Rumble type galaxy tuned to players in Serengeti ships using the best gear. Fighting a boss with 20 other very hard UrQa should be extremely difficult when you cannot kite, and there are 'Drone-killer' AI. Once again, I would like the state this entire zone is going to be extremely difficult.

Also, as Jeff_L said earlier, functionality for Auras and Field Generations to have minimum and maximum ranges was recently added. This means there are going to be much more complex environmental and boss auras in much of this zone. I am looking into how this will effect Fleet Masters and Slaves, as there is going to be a lot of 'fancy flying' involved in quite a few of the new zones, something slaves are not known for.

As a side note, we are also looking at adding this functionality to Ambush Spawners. This along with the new Boss Spawners that HAL is working on should make things a lot more interesting.

Also, thanks to everyone who has worked on a few new UrQa ship graphics. I will be getting in contact with you and you might see some of your designs used in the new area.

Caelestis


Tue Jul 22, 2008 1:45 pm
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Post Re: Iq' UrQ'akuq Update: 7.22
What if you don't favor Serengeti ships because some other ships are better for your uses. Will you be able to go in there and survive, or would you get debuffs for not being in a Serengeti ship?

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Tue Jul 22, 2008 1:58 pm
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Post Re: Iq' UrQ'akuq Update: 7.22
Well if you want any of mine just say so and I'll make the glow part for them.


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Last edited by crackaman on Thu Jul 24, 2008 1:11 pm, edited 3 times in total.

Tue Jul 22, 2008 2:24 pm
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Post Re: Iq' UrQ'akuq Update: 7.22
how will the "drone killer" ai work exactly? do they have code written to take drones on firstly before paying attention to anyone else? or is it an aura?

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Tue Jul 22, 2008 3:35 pm
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Post Re: Iq' UrQ'akuq Update: 7.22
saran wrote:
how will the "drone killer" ai work exactly? do they have code written to take drones on firstly before paying attention to anyone else? or is it an aura?


dont tell no-one nothing!! spoilers suck!

i must say this place sounds great.. must get better gear for it :lol:

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Tue Jul 22, 2008 6:59 pm
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Post Re: Iq' UrQ'akuq Update: 7.22
Lancer wrote:
saran wrote:
how will the "drone killer" ai work exactly? do they have code written to take drones on firstly before paying attention to anyone else? or is it an aura?


dont tell no-one nothing!! spoilers suck!

i must say this place sounds great.. must get better gear for it :lol:



the only place "Spoilers" suck is in a movie. he doesn't need to tell us exactly what it does..just how he accomplishes it. :P

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Tue Jul 22, 2008 9:57 pm
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Post Re: Iq' UrQ'akuq Update: 7.22
saran wrote:
Lancer wrote:
saran wrote:
how will the "drone killer" ai work exactly? do they have code written to take drones on firstly before paying attention to anyone else? or is it an aura?


dont tell no-one nothing!! spoilers suck!

i must say this place sounds great.. must get better gear for it :lol:



the only place "Spoilers" suck is in a movie. he doesn't need to tell us exactly what it does..just how he accomplishes it. :P


With coding. :P

And if my images are used, I would probably need to fix the glows on them. I noticed there was an ambient glow that got cut off in some places.

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Wed Jul 23, 2008 1:24 am
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Post Re: Iq' UrQ'akuq Update: 7.22
Caelestis wrote:
Also, as Jeff_L said earlier, functionality for Auras and Field Generations to have minimum and maximum ranges was recently added. This means there are going to be much more complex environmental and boss auras in much of this zone. I am looking into how this will effect Fleet Masters and Slaves, as there is going to be a lot of 'fancy flying' involved in quite a few of the new zones, something slaves are not known for.
Caelestis


epic win

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Wed Jul 23, 2008 2:01 am
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Post Re: Iq' UrQ'akuq Update: 7.22
A lot of fancy flying required? Good luck capital ships :?

Sounds awesome though cael.

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Wed Jul 23, 2008 6:46 am
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Post Re: Iq' UrQ'akuq Update: 7.22
MagicSteve wrote:
A lot of fancy flying required? Good luck capital ships :?

Sounds awesome though cael.

maybe fleet focus guys, particularly the FCs, get affected by the environment the least? their shields and hull are supposed to withstand the most anyone or anything can throw at them

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Wed Jul 23, 2008 7:01 am
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Post Re: Iq' UrQ'akuq Update: 7.22
Battlecruiser23 wrote:
MagicSteve wrote:
A lot of fancy flying required? Good luck capital ships :?

Sounds awesome though cael.

maybe fleet focus guys, particularly the FCs, get affected by the environment the least? their shields and hull are supposed to withstand the most anyone or anything can throw at them


This sounds like a cool idea too me.


Wed Jul 23, 2008 8:50 am
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Post Re: Iq' UrQ'akuq Update: 7.22
Maybe make the uberzone more capship friendly? maybe ai don't target and attack fighters as much or slaves neither or maybe the zones aura beefs the enemy cap ships and ai capships so that capship users will be more looked to for runs like these.

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Wed Jul 23, 2008 3:03 pm
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Post Re: Iq' UrQ'akuq Update: 7.22
Give Capships a (100-200%) Field Gen bonus when in that gal.

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Wed Jul 23, 2008 3:13 pm
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Post Re: Iq' UrQ'akuq Update: 7.22
I have a small suggestion: Either make some urqa AI weak to elements besides heat, or increase the drop on the two main T20 heat weps, jiji'quu and 3-shot, because they are damned near priceless already, imagine what it will be like when everyone needs them for new UZ.

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Thu Jul 24, 2008 11:51 am
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Post Re: Iq' UrQ'akuq Update: 7.22
or make some fighter that uses a heat wep that some EF ship can use

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Thu Jul 24, 2008 12:57 pm
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