Some newbie questions about Sol Contingency.

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xaxazak
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Re: Some newbie questions about Sol Contingency.

Postby xaxazak » 24 Apr 2015, 09:29

Thanks for the updated homepage info, I'm now totally 100% onboard, out of 110% that is :), the missing 10% being Linux UE4 support.

PS: Do you guys yet know how modable SolC will be? Will we be able to make new maps, models, sounds, scripted weapons, gametypes?

(BTW, clicking smilies crashes the forum for me (on firefox)).
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MadMax1998
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Re: Some newbie questions about Sol Contingency.

Postby MadMax1998 » 24 Apr 2015, 13:11

Oh yes, gonna add that to the FAQ as well to answer that for you.

Will Proving Grounds be mod-friendly? Can I build maps?

Mapping will be supported by us directly. We will give you advice (through tutorials and the forum) on how to set up UDK and provide you with an asset kit that you can use to create maps for Proving Grounds using the same assets we did. We want to make sure that players will keep entertained beyond the initial phase after release, and since we will be busy making the full game, we encourage community mapping! That said, modding (as in, changing the game code) will not be possible at this time. Content mods may be possible to an extent; however, we still have to figure out the technical bits behind that.
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Re: Some newbie questions about Sol Contingency.

Postby 1DVD4D2UDK » 14 May 2015, 21:21

I was always curious to know why the bots in general
never had any means of visible propulsion systems :?:
I mean many of the earlier designs look like they could
go really fast, but for the most part never really showed
any visible means of propulsion like maneuvering jets :mrgreen:

While I know the jets are to be included in the new ones,
but are any of the planned additions going to be visible?
Say for the main forward jets as fuel burning or some other
means that will still be visible in a dark or pitch black area?
Like when you spot a bot off in the distance that hasn't yet
detected you, it will still be possible to see which direction
it's currently moving in - for planning an ambush attack! :D
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MadMax1998
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Re: Some newbie questions about Sol Contingency.

Postby MadMax1998 » 15 May 2015, 00:48

I think if we have visible thrusters on our ships, we will have it on the bots, yeah.
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Re: Some newbie questions about Sol Contingency.

Postby 1DVD4D2UDK » 15 May 2015, 01:50

Cool! can't wait! :D
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Re: Some newbie questions about Sol Contingency.

Postby NUMBERZero » 15 May 2015, 19:19

A lot of things were implied to move utilizing anti-gravity and gyroscopes within the ship/bots. There was even a warning light similar to the "LOCK" light that said "Anti-Grav Failure," but it was a feature that was never properly implemented, nor was it ever really seen (there is an orb in the Descent 3 level "1001 ways to die" that if you bump it, your anti-Grav goes out, you fall to the ground with no control, and you burn to death). But the robots that did have really huge engines on them were the red and white Stingers and the Hood. All three of those robots were very fast. In fact the Hood and Stinger were known to accelerate to incredible speeds.
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Re: Some newbie questions about Sol Contingency.

Postby DuderSeb » 16 May 2015, 04:26

Hazards like that could be implemented in our single player campaign where they won't necessarily rage out the player (there's a *lot* of cool ideas in our campaign's design doc); however, it is generally not a good idea to take the player's control away in a multiplayer setting.
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Re: Some newbie questions about Sol Contingency.

Postby 1DVD4D2UDK » 17 May 2015, 01:13

DuderSeb wrote:however, it is generally not a good idea to take the player's control away in a
multiplayer setting.
Hmm, not even for a few secs? - for a unique SolC Tea-Bagging experience? ☺
Huh? LOL! :D
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xaxazak
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Re: Some newbie questions about Sol Contingency.

Postby xaxazak » 17 May 2015, 07:25

DuderSeb wrote:however, it is generally not a good idea to take the player's control away in a multiplayer setting.


The first time I heard this was a month or so ago on the D:U site. Never heard this as a general rule for FPS-style games before - is this just something Descenters don't like?
Is there a technical reason for this dislike, such as difficulties implementing anti-cheat checks? Or is this just a player preference?

To me this feels like an arbitrary restriction. Players don't like getting killed either but we let that happen.

This seems to limit the options for weapon and level designers. Of course, modders can ignore this (hopefully you'll choose to add reasonable modability :)).

Wind-tunnels, freeze-guns & freeze-bombs, mind-control, slippery areas (in 6DoF I guess this would be like evacuated areas with no air resistance), being pushed around by weapon blasts, etc, add interesting dynamics to multiplayer games, IMHO. Do most of you guys not like stuff like this at all?
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Re: Some newbie questions about Sol Contingency.

Postby 1DVD4D2UDK » 17 May 2015, 10:19

I have dislike for games that put players 'on the bench'
so to speak, for more than 10 secs - only able to watch
all the action, while all your team mates get the points.

Like in the 'UT2 Freeze Tag Mod' for a good example! ☺
That is until a team member comes along to thaw you.

BTW, the Multiplayer Demo will be moddable for maps!
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