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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
I'm implementing a slightly different visibility system atm which will make the visibility, cloaking, and seers all better, I hope. I just put the description as public in the wiki here: http://wiki.starsonata.com/index.php/Visibility2
_________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Fri Aug 28, 2009 4:00 pm |
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Main: Demiser of D
Level: 4 Joined: Tue Jun 07, 2005 6:46 pm Posts: 5424 Location: Listening to Fire On High, best song ever. |
Just read it over, and i dont really see what the difference is between what it is right now and what it will be. Partially because noone really knows how the current system works...perhaps put in an explanation of how the current system works as a comparison?
_________________ JeffL wrote: That's it. I quit! Battlecruiser23 wrote: Fuck you, Cygnus. |
Fri Aug 28, 2009 5:16 pm |
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Team:
Rank: Main: Denoan Level: 2035 Joined: Mon Jun 05, 2006 4:03 am Posts: 449 Location: Right Behind You!!!! |
The major difference is that this new system will allow for stealth ships which are little effected by bright suns, so that stealthy characters can still fight effectively in high-vis gals, if I'm interpreting it correctly...
It also looks like it will break low vis pvp -- For example, say you have one vis and a shade's cloak (94% cloaking) someone using an inverto can see you at 1vis * 0.06 cloaking * 2000 vision = 120 pixels away. A Speed Demon, with the radar bonus from Recon Focus, could see at twice that distance, and any radar aug will just mess it up further So really, if you have any base vis at all you'll be painfully visible to players, let alone AI. Seers/Snipers will have to be completely stealthy to accomplish anything. So . . .my thoughts are that if this is done, something (probably item visibility and radar power, possibly radar aug stats as well) will require some additional changes. _________________ "So instead of 11 million dollars on the loose, we'll have 22?!" "Plus we are needing gas money." |
Fri Aug 28, 2009 7:13 pm |
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Team:
Rank: Officer Main: T-BagII Level: 7185 Joined: Sun Oct 31, 2004 12:43 am Posts: 30 Location: South-West of nowhere. |
Right now I'd just settle for Visibility actually reducing when your cloak activates. (as in the number changing instead of it being implied) I've suggested it a few times. If you have 100 visibility and activate an 88% cloak, your visibility meter moves from 100 to 12. Sounds like a good idea to me..
_________________ If you push a sloth off a building, does it fall fast or slow? ~Ladan War doesn't show who is right, it shows who is left. |
Fri Aug 28, 2009 10:52 pm |
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Joined: Wed Aug 01, 2007 4:59 pm Posts: 1616 Location: ...[BOX OF NOTHING] |
Going to be in C2
_________________ JeffL wrote: Why does the forum now have super-slow yellow snow? http://i449.photobucket.com/albums/qq21 ... ed1555.png |
Fri Aug 28, 2009 11:14 pm |
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Team:
Rank: Director Main: Danger Level: 7164 Joined: Fri Sep 12, 2008 1:11 pm Posts: 1049 Location: TN |
Like seers needed less vis...
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Fri Aug 28, 2009 11:16 pm |
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Team:
Rank: Peon Main: Captain Cupcake Level: 4024 Joined: Mon Apr 09, 2007 9:03 pm Posts: 174 |
I think the 2k visibility stat of an inverto isn't gonna mean 2000 times the vision, as that would be quite odd. radars would need to be rebalanced with a more percentage appropriate number.
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Fri Aug 28, 2009 11:49 pm |
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Team:
Rank: Officer Main: Black Marker Level: 2930 Joined: Wed Dec 24, 2008 8:16 am Posts: 404 |
snipers get +60% cloak stats, how will it work with 95% cloaking gear
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Sat Aug 29, 2009 1:12 am |
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Team:
Rank: Officer Main: T-BagII Level: 7185 Joined: Sun Oct 31, 2004 12:43 am Posts: 30 Location: South-West of nowhere. |
They'll become dark stars and make other people stealthy too! Stealth by influence!
_________________ If you push a sloth off a building, does it fall fast or slow? ~Ladan War doesn't show who is right, it shows who is left. |
Sat Aug 29, 2009 2:07 am |
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Team:
Rank: Operator Main: Diabolus Level: 2300 Joined: Wed Feb 13, 2008 9:25 am Posts: 3240 Location: Netherlands, Europe, Earth, Sol, Milky way, Universe, Admins computer |
Minaskosai wrote: The major difference is that this new system will allow for stealth ships which are little effected by bright suns, so that stealthy characters can still fight effectively in high-vis gals, if I'm interpreting it correctly... It also looks like it will break low vis pvp -- For example, say you have one vis and a shade's cloak (94% cloaking) someone using an inverto can see you at 1vis * 0.06 cloaking * 2000 vision = 120 pixels away. A Speed Demon, with the radar bonus from Recon Focus, could see at twice that distance, and any radar aug will just mess it up further So really, if you have any base vis at all you'll be painfully visible to players, let alone AI. Seers/Snipers will have to be completely stealthy to accomplish anything. So . . .my thoughts are that if this is done, something (probably item visibility and radar power, possibly radar aug stats as well) will require some additional changes. I thought that too.. _________________ This is not the signature you're looking for. Fear me, I'm a dev. |
Sat Aug 29, 2009 2:12 am |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
The current system has everything multiplied with everything else, which generally gives us only two situations: a ship is extremely easy to see or a ship is impossible to see. The problem with all the multiplications of the current system is that you get big positive factors for bright suns and powerful radars, and big negative factors for cloaks and especially stealth augs and it's like a razor sharp mountaintop where you fall off to either side but there's nearly no middle ground. I'm aiming at having a much more gradual gradient from "easy to see" and "impossible to see".
_________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Sat Aug 29, 2009 2:29 pm |
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Team:
Rank: Officer Main: Uth Matar Level: 2465 Joined: Mon Apr 16, 2007 7:41 am Posts: 1506 Location: ExZagreb,Croatia~jetzt Potsdam,Germany |
JeffL can you make ContentColider answer us in Overloaders topic*? Thx!
*-http://www.starsonata.com/forum/viewtopic.php?f=9&t=34163 _________________ Curiosity killed the cat . *Est Sularas oth Mithas* Thx k-2 FREDOM FOR WING4+ !!! NOW !!! /viewtopic.php?f=4&t=28872&st=0&sk=t&sd=a The Voomy One :Uth Matar is correct! |
Sat Aug 29, 2009 10:34 pm |
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Team:
Rank: Operator Main: bhthx Level: 2205 Joined: Sun Dec 31, 2006 2:42 am Posts: 7 |
Hey while we're talking about visibility! Could I mention something about a critical component of it?
This game spectral classes are all wrong! Blue suns are not dark They are actually some of the brightest stars in the universe. They burn way way hotter than our sun and that attributes to its increased luminosity and higher magnitude. Has anyone heard of the hertzsprung-russel diagram? Its kinda like this right now. Yellow flames are way hotter than blue flames!!! And that just isn't right More on Spectral classes! http://hyperphysics.phy-astr.gsu.edu/Hb ... taspe.html |
Sun Aug 30, 2009 9:52 pm |
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Main: Nyarlathotep
Level: 1854 Joined: Mon Aug 22, 2005 8:17 am Posts: 3978 Location: Classified |
bhthx wrote: Hey while we're talking about visibility! Could I mention something about a critical component of it? This game spectral classes are all wrong! Blue suns are not dark They are actually some of the brightest stars in the universe. They burn way way hotter than our sun and that attributes to its increased luminosity and higher magnitude. Has anyone heard of the hertzsprung-russel diagram? Its kinda like this right now. Yellow flames are way hotter than blue flames!!! And that just isn't right More on Spectral classes! http://hyperphysics.phy-astr.gsu.edu/Hb ... taspe.html Any logic goes out the window as soon as you notice the space rats, just let it be. _________________ Dorin Nube wrote: Nipples aren't the only danger here. |
Sun Aug 30, 2009 10:12 pm |
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Team:
Rank: Director Main: ReturnOfZimidy Level: 2629 Joined: Sun Jan 29, 2006 1:16 pm Posts: 169 |
Gtfo with that crap. The second you base this game on any sort of realism is the second you just failed completely.
_________________ Nothing in life is certain except Death and Taxes. |
Sun Aug 30, 2009 10:15 pm |
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