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Team: Eminence Front
Main: yugioh
Level: 1854
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Post Re: Testing the new visibility system
Minaskosai wrote:
Dorin Nube wrote:
This will help stealthy SDs much more than seers or snipers. SDs generally only need to tap their thrust key for an instant to get up to insane speed. This also unbalances stealthy engines. Why use a low vis engine that takes a few seconds to get you up to speed when you could just use a more powerful, high vis engine that gets you up to speed before the visibility kicks in?

Does using the new space brake add vis?


I have to agree with this somewhat . . .
while having engines fade in has a definite aesthetic appeal, to be balanced they do need to fade in pretty fast, in my oppinion.

Space Breaks add vis twice, when you press down the key, and when you release it (I think its' buggy) -- when you press it, your vis pops up, then goes down gradually . . .then when you release it, it does the same.


Posted that a while ago, never got a response.
http://www.starsonata.com/forum/viewtopic.php?f=5&t=35733

EDIT: Wrong link, soz.

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Last edited by yugioh124 on Thu Dec 10, 2009 6:49 pm, edited 1 time in total.

Thu Dec 10, 2009 6:48 am
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Post Re: Testing the new visibility system
Quote:
Posted that a while ago, never got a response.


HeHeHe -- a "Yugioh writings browser filter application" how cool is that :roll:


Thu Dec 10, 2009 9:06 am
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Post Re: Testing the new visibility system
I dont know if anyone has mentioned this but with the system where the vis fades over time the dps of seer is majorly affected, i cant get ambush bonuses all that time and therefore dont get crits and as such dont do dps...
I believe to retain the balance there needs to be a change. Issant it enough that everyone can see us for 10 seconds? why cripple our damage as well?


Thu Dec 10, 2009 11:16 am
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Team: None
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Joined: Fri Dec 31, 2004 7:20 am
Location: UK > Wales > Bin+ computer with boardband :p
Post Re: Testing the new visibility system
Blue suns vs asteroids are still broken....

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Thu Dec 10, 2009 3:47 pm
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Team: Admins
Main: Jeff_L
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Post Re: Testing the new visibility system
Both the blue suns and the asteroid spawner stats have been modified for next uni. There isn't really a way to easily go through and change them for this uni, though.

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Fri Dec 11, 2009 1:58 am
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Post Re: Testing the new visibility system
thank you :D

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Fri Dec 11, 2009 1:20 pm
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Post Re: Testing the new visibility system
For the next patch, I've increased the vision on tech 20 radars by about 50% (it's the same as before for tech 0 and scaled in between) and reduced the detection by about 1/3 in the same way.

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Mon Dec 14, 2009 2:28 am
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Post Re: Testing the new visibility system
Epic, thank you.

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Mon Dec 14, 2009 12:40 pm
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Team: Dark Traders
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Post Re: Testing the new visibility system
JeffL wrote:
For the next patch, I've made it so it takes a second for your engines to generate full visibility so that visibility increases as you hold down your acceleration key and decreases when you don't. This means that if you just tap your engine for a tiny bit, you gain very little vis. Ships will also fade in, rather than just appear when they turn on their engines.

This isnt working properly. I get full vis instantly, and then it fades out in a second.

so it is fading out but not fading in...

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Sun Dec 20, 2009 9:07 pm
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Team: Eminence Front
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Post Re: Testing the new visibility system
Bluejayek wrote:
JeffL wrote:
For the next patch, I've made it so it takes a second for your engines to generate full visibility so that visibility increases as you hold down your acceleration key and decreases when you don't. This means that if you just tap your engine for a tiny bit, you gain very little vis. Ships will also fade in, rather than just appear when they turn on their engines.

This isnt working properly. I get full vis instantly, and then it fades out in a second.

so it is fading out but not fading in...

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Sun Dec 20, 2009 9:20 pm
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Post Re: Testing the new visibility system
yugioh124 wrote:
Bluejayek wrote:
JeffL wrote:
For the next patch, I've made it so it takes a second for your engines to generate full visibility so that visibility increases as you hold down your acceleration key and decreases when you don't. This means that if you just tap your engine for a tiny bit, you gain very little vis. Ships will also fade in, rather than just appear when they turn on their engines.

This isnt working properly. I get full vis instantly, and then it fades out in a second.

so it is fading out but not fading in...


iirc there has already been one patch since he said this.

Kanga

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Mon Dec 21, 2009 10:30 am
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Post Re: Testing the new visibility system
That one patch was also a very specific fix for the server crashes and this was said plain as day.

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Mon Dec 21, 2009 10:52 am
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Post Re: Testing the new visibility system
LethalLoki wrote:
That one patch was also a very specific fix for the server crashes and this was said plain as day.


Im not on about that patch, im on about the one that removed the plaguespace ai.

Kanga

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Mon Dec 21, 2009 2:06 pm
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Post Re: Testing the new visibility system
I will have a new test client so you guys can test the latest visibility stuff on test very soon.

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Wed Dec 23, 2009 8:27 am
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Post Re: Testing the new visibility system
JeffL wrote:
...I've increased the vision on tech 20 radars by about 50% ...


Seer, DS, Athena+, Panther Instinct

This is obviously in now, it doesn't have any noticeable effect in game when fighting MF Reavers.

Still I can't see (vision wise) the MF Reavers till I really sit on top of them;
As I need to know the direction they are facing to hit them from behind this is relevant for me.

I assume this is still a thing going to be balanced or is it meant to be like that?


Wed Dec 23, 2009 9:56 am
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