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PostPosted: Fri Jul 05, 2013 11:41 pm 
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Rare weapon despawn time
Would be neat if rare weapons didn't despawn so quickly. Perhaps make them last as long as RP items?

Uneven factions
What if one faction (A) had a soldier limit of 100 and the other faction (B) 150?
What if A had access to all weapons normally, and B only has shitty weapons like 9mm, Uzi, Scorpion, sawed-off shotguns, hunting rifles, etc.?
What if all regular (A) weapons are considered 'rare' for all B soldiers? This would mean B soldiers would have to try and claim A weapons (or weapon stocks?), which they can then use as 'rare' weapons to aid in their fight?

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PostPosted: Sat Jul 06, 2013 10:33 am 
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Visionhunter wrote:
Uneven factions
What if one faction (A) had a soldier limit of 100 and the other faction (B) 150?

This is supported already, init_match.xml faction tag can take capacity_multiplier as parameter. The new game menu overrides some settings in init_match.xml start_game command, but viewtopic.php?f=7&t=1179 can be used to start matches with settings not offered by the menu.

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What if A had access to all weapons normally, and B only has shitty weapons like 9mm, Uzi, Scorpion, sawed-off shotguns, hunting rifles, etc.?

This is possible in 0.90, and single player Invasion has weapon resources set up per faction. Grenades, valuable items, calls and vehicles can also be set, e.g. greens won't have cargo truck in Invasion. The part that will still be missing to make it complete is having commonness and stock availability per faction, but the solution will work for the time being. Setting up commonness and stock availability per faction could still be worked around by making duplicates of the weapons that need different settings per faction.

Quote:
What if all regular (A) weapons are considered 'rare' for all B soldiers? This would mean B soldiers would have to try and claim A weapons (or weapon stocks?), which they can then use as 'rare' weapons to aid in their fight?

This is something we aren't sure of, probably it needs to be ultimately put in as a setting somewhere. Currently we have it set up as "the easy way" so if you pick an enemy stock weapon, you do spawn with it, so it isn't rare. It doesn't quite fit with the idea optimally, but it is convenient.

There is some obvious potential by setting it up the other way, e.g. cargo truck could then be a real weapon resource enabling thing rather than just a vehicle to drive home that if you deliver it, your armories will also supply enemy weapons for a certain time or amount. While you would have enemy weapons available, you would spawn with them the normal way.

To make this really worthwhile tho, the enemy would need to have clearly superior weapons, maybe not as a whole but at least for a lot of purposes. If they did, just getting to steal that cargo truck could be close to impossible.

Anyway, the fun part about availability of resources is that it's controllable live too. The game controlling script could be e.g. hooked up to track when a specific base becomes captured, and enable/disable resources based on that. Potential is again huge, but not sure how far we'll go with this in vanilla as most of our maps haven't been designed to take advantage of this.


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PostPosted: Sat Jul 06, 2013 11:43 am 
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Doubled rare weapon despawn time for 0.90.


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PostPosted: Sat Jul 06, 2013 11:47 pm 
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pasik wrote:
Doubled rare weapon despawn time for 0.90.



Woop woop!

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