Rifleman Archive

Thread: Our 3rd Question(Version 2.1)- All Riflemen, Please Read. [Updated Again!]

XaverriJade7
Wed Aug 04, 2004 3:59 pm
#131

Thank you Tierunan


However, the problem with your idea is this: The Devs have flat-out told us they cannot and will not increase the 'maximum' range weapons can fire. Even though we know certain things can fire well beyond 64 meters, we will never have that option. That is why the 'Sniper' idea is not well-suited for this combat environment. However, with all the people here that want to try it as best as possible anyways, we are trying to work out a way that makes them happy as well as not forcing those people who would rather be 'Infantry' into sniping. Until they split Rifleman into two seperate professions, this is our best option.





Kezia Sunshade
RIS Certified - Master Armorsmith - 12 Exp. Pts
Vendor locations:
Outland, Naboo (7013, 3646) - Kashyyykian Hunting Armor & Imperial Prototype PSGs
Elexis' Hard Wars Cafe in Paradox, Lok (1330, -305) - Kashyyykian Hunting Armor
DK_CRAKER
Wed Aug 04, 2004 6:39 pm
#132






XaverriJade7 wrote:

Thank you Tierunan


However, the problem with your idea is this: The Devs have flat-out told us they cannot and will not increase the 'maximum' range weapons can fire. Even though we know certain things can fire well beyond 64 meters, we will never have that option. That is why the 'Sniper' idea is not well-suited for this combat environment. However, with all the people here that want to try it as best as possible anyways, we are trying to work out a way that makes them happy as well as not forcing those people who would rather be 'Infantry' into sniping. Until they split Rifleman into two seperate professions, this is our best option.






well then, i say we force them to let us go over 64m...


let me ask you all a question, who pays to play? thats right we do


why are we playing a game in which we have to suffer?, and im not just talking about rifleman, why are we playing a game in which none of our ideas make it through? the Devs will "yes" most fo us to death before we ever get a revamp, combat revamp- pushed back, to make way for JTL. no one is going to want to play JTL if all our professions are still totally "F'ed in the A"


i dont know, maybe its just the anger that i ahve built up over the past year and some odd number months for this game... i still force myself to play, even though most of the time i do not want to.



look at SL- a lot of squad leaders are being kicked for the spam that their commands produe when they use them


pistoleer- what do they have? 2, maybe 3 specials that work


smuggler- **edit** are they smuggling?


commando- not even going to go there


/rant off

Message Edited by DK_CRAKER on 08-04-2004 09:41 PM



all I know is that I don't know
all I know is that I don't know nothin'






I'm still going through Moun Gold withdrawl
XaverriJade7
Wed Aug 04, 2004 6:42 pm
#133

Sure, we can try to force them to increase range. You are correct- we pay to play, not them. However, not only do they refuse to increase range, they claim that it is not possible. I don't know the technical stuff, so I cannot tell them they are wrong. Until we get proof that range can indeed be increased, we have to take their word for it that it cannot be





Kezia Sunshade
RIS Certified - Master Armorsmith - 12 Exp. Pts
Vendor locations:
Outland, Naboo (7013, 3646) - Kashyyykian Hunting Armor & Imperial Prototype PSGs
Elexis' Hard Wars Cafe in Paradox, Lok (1330, -305) - Kashyyykian Hunting Armor
DK_CRAKER
Wed Aug 04, 2004 6:55 pm
#134

I understand what you are saying, and i complety respect you for saying so.


i mself do not know much about technical stuff, but i know my cousin does, not the one who plays this, but another cousin. it is in his opinion that the range should be able to be increased. the Devs will continue to say no its impossible because they do not want to sit here and fight/ argue over it. the
Devs need a serious change in line up, that and the CSR's. we need people on them teams who actually PLAY THIS DAMN GAME!



all I know is that I don't know
all I know is that I don't know nothin'






I'm still going through Moun Gold withdrawl
XaverriJade7
Wed Aug 04, 2004 6:57 pm
#135

I can /agree with that...





Kezia Sunshade
RIS Certified - Master Armorsmith - 12 Exp. Pts
Vendor locations:
Outland, Naboo (7013, 3646) - Kashyyykian Hunting Armor & Imperial Prototype PSGs
Elexis' Hard Wars Cafe in Paradox, Lok (1330, -305) - Kashyyykian Hunting Armor
Waste93
Fri Aug 06, 2004 6:07 am
#136






XaverriJade7 wrote:

Sure, we can try to force them to increase range. You are correct- we pay to play, not them. However, not only do they refuse to increase range, they claim that it is not possible. I don't know the technical stuff, so I cannot tell them they are wrong. Until we get proof that range can indeed be increased, we have to take their word for it that it cannot be





We know that increasing the range is possible. They've increased turret ranges beyond the 64m. Also because of a bug CM's were throwing from 90m or so.


However there are lots of other factors. A 64m range isn't a straight line, it's a radius. And the coding has to take into account all of those things that could be in that radius. It has to generate spawns and see if they aggro and such. The longer the range, the more area it's covering. The formula for area of a circle is (3.14)*(r*r). Where r is the radius.


So for us that means r = 64. Which gives an area of about 12861 units. If we increase the radius to just 70m. That gives us an area of 15386 units. A 25% increase for just 6m. The area will keep increasing exponentially. At the 90m that CM's were throwing you have an area of 25434 units. About double the area we have now for an increase of 50% in range.


You would then have to multiple these area footprints by the number of people playing to get an idea of how much area the computer would have to keep track of.


So it is possible. The question is really is it practical.


PS Still no answer to our question or any of the others I see.





Colonel Waste - The Wookiee Crusader
XaverriJade7
Fri Aug 06, 2004 10:17 am
#137

Thanks Waste, but I know it is'possible'- I know about CMs and turrets and such(even seen AT-STs shoots from over 70+ meters). I guess what I meant was: Is it possible to for us to make this happen? I'm sure the Devs won't be talked into it They say we're snipers. If so, it sure as heck is practical for us. Who cares if it is for them? They said we're snipers. Not (all) of us. I suppose they could always change their minds...





Kezia Sunshade
RIS Certified - Master Armorsmith - 12 Exp. Pts
Vendor locations:
Outland, Naboo (7013, 3646) - Kashyyykian Hunting Armor & Imperial Prototype PSGs
Elexis' Hard Wars Cafe in Paradox, Lok (1330, -305) - Kashyyykian Hunting Armor
DK_CRAKER
Fri Aug 06, 2004 7:04 pm
#138






XaverriJade7 wrote:

Thanks Waste, but I know it is'possible'- I know about CMs and turrets and such(even seen AT-STs shoots from over 70+ meters). I guess what I meant was: Is it possible to for us to make this happen? I'm sure the Devs won't be talked into it They say we're snipers. If so, it sure as heck is practical for us. Who cares if it is for them? They said we're snipers. Not (all) of us. I suppose they could always change their minds...






yea only if we rally their headquaters and set it ablaze



all I know is that I don't know
all I know is that I don't know nothin'






I'm still going through Moun Gold withdrawl
Waste93
Sun Aug 08, 2004 4:03 am
#139






darthsabertooth wrote:

okay ive cahnged my veiw(yes i know a few minutes is pretty quick but...) We SHOULD be true snipers.They should make all the gun professions realisic.Carbineer should get weapons that make them faster than TKM's,but lowered accurcy,pistoleers should be able to hold two pistols.This way,it WOULD be balanced.Okay,we might still be a little more powerful but..thats realistic.However,we should get higher penalties if the target or we are moving.Think about it.A sniper can shoot at 200m and hit direct on.But if they or the target are moving...there shoul be vary varied different types of rifles,from assualt rifles to snipers.And there should be an ability,sniper aim(or something like that) that causes the next attack to be a a hit as long as your far enough away and does enhanced damage,but it totally fails always if the taget or you move




You forget. Snipers are trained to hit moving targets as a matter of course. Something regular soldiers are not really taught to do.




Colonel Waste - The Wookiee Crusader
darthsabertooth
Sun Aug 08, 2004 12:00 pm
#140

i wouldn't mind if the xp cost was doubled or even tripled if we were given the true powers of a sniper,but thats never going to happen so id have to agree that a hybrid beetween sniper and infantry man is a great idea,master rifleman should have at least a 150 m range with a really good sliced rifle...but thats just my opinion and i guess its off topic...
Ackehece
Sun Aug 08, 2004 4:37 pm
#141






Waste93 wrote:





XaverriJade7 wrote:

Sure, we can try to force them to increase range. You are correct- we pay to play, not them. However, not only do they refuse to increase range, they claim that it is not possible. I don't know the technical stuff, so I cannot tell them they are wrong. Until we get proof that range can indeed be increased, we have to take their word for it that it cannot be





We know that increasing the range is possible. They've increased turret ranges beyond the 64m. Also because of a bug CM's were throwing from 90m or so.




in these cases they are not actuall having to track all creatures that would be in the radius, they are only tracking A) what is targetted and B) PC's which limits the info that needs to be passed so the computational cost is lowered.


With CM's it was a splash effect so it reality it was two circles.. one for the inital range and once it hit another calculation to see if everything in a radius around the impact area was hit... so the cost there is lessened essentiallya 64m radius that overlapped a 28-35m radius the center of which was the 64m boundary


with turrets they don't initally engage until you get with in 64m of them then they can continue to track you outside that radius the same way we can target creatures we initial detect and back off from.





"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Waste93
Sun Aug 08, 2004 4:49 pm
#142






Ackehece wrote:

in these cases they are not actuall having to track all creatures that would be in the radius, they are only tracking A) what is targetted and B) PC's which limits the info that needs to be passed so the computational cost is lowered.


If range was increased they would also have to track the MOB's in that radius and possible also increase the detection ranges. It would also require the spawns to pop when within that larger radius.


With CM's it was a splash effect so it reality it was two circles.. one for the inital range and once it hit another calculation to see if everything in a radius around the impact area was hit... so the cost there is lessened essentiallya 64m radius that overlapped a 28-35m radius the center of which was the 64m boundary


CM's had to target a PC or MOB. When they threw the radius was centered on the primary target. However that initial throw on target was being made when the primary target was 90m or so away.


However I think you figured out what the bug was. I think it was adding the poison/disease radius to the max 64m range giving them the 90m range. However it was still centering it on the primary. Technically the primary would have been within the radius since they could throw 64m and then the 35m radius would extend to primary that was at 90m. However they shouldn't have been able to throw since the target which was the center of effect was beyond the 64m range. Since you can't target the ground or a specific person. Only a person/MOB.





Colonel Waste - The Wookiee Crusader
DK_CRAKER
Tue Aug 10, 2004 3:43 pm
#143






Waste93 wrote:





darthsabertooth wrote:

okay ive cahnged my veiw(yes i know a few minutes is pretty quick but...) We SHOULD be true snipers.They should make all the gun professions realisic.Carbineer should get weapons that make them faster than TKM's,but lowered accurcy,pistoleers should be able to hold two pistols.This way,it WOULD be balanced.Okay,we might still be a little more powerful but..thats realistic.However,we should get higher penalties if the target or we are moving.Think about it.A sniper can shoot at 200m and hit direct on.But if they or the target are moving...there shoul be vary varied different types of rifles,from assualt rifles to snipers.And there should be an ability,sniper aim(or something like that) that causes the next attack to be a a hit as long as your far enough away and does enhanced damage,but it totally fails always if the taget or you move



we are rifleman. as i said before there is no clear definition. only thing i could find is: one who is skilled in the use of a rifle.






You forget. Snipers are trained to hit moving targets as a matter of course. Something regular soldiers are not really taught to do.





exactly






all I know is that I don't know
all I know is that I don't know nothin'






I'm still going through Moun Gold withdrawl
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