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 Post subject: Re: Driving the Recycler
PostPosted: March 31st, 2009, 11:55 am 
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Joined: June 1st, 2008, 9:16 pm
Posts: 3989
There has to be a reason why Activision made units move slower when not using follow command. I do not know what that reason is. I wouldn't mind if AI units drove full speed when moving from point A to point B, but if it were changed in a mod or patch, the change would be unwelcome because we've played BZ just the way it is for so long.


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 Post subject: Re: Driving the Recycler
PostPosted: March 31st, 2009, 12:02 pm 

Joined: March 18th, 2009, 9:26 pm
Posts: 8
XANA wrote:
I don't think there is way to disable the ground disturbance for just a vehicle, instead when I was observing the Furies on the mission where you need to take out the Fury escape lanucher-thing, I noticed the Furies seem to have a different version of "disturbance", not of the ground but of the "air" around them (a sort of sonic boom appears just as the Furies saucer climbs to the high altitude, though it could be of effect and not practical in any way).


Haven't noticed the sonic boom. Observations will be made the next time a fury is encountered. This seems more like a bells and whistles visual effect rather than an effect triggered by the physics engine.

Sporkinator wrote:
There has to be a reason why Activision made units move slower when not using follow command. I do not know what that reason is. I wouldn't mind if AI units drove full speed when moving from point A to point B, but if it were changed in a mod or patch, the change would be unwelcome because we've played BZ just the way it is for so long.


... bah. Tradition is bunk.


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 Post subject: Re: Driving the Recycler
PostPosted: March 31st, 2009, 12:09 pm 
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Joined: August 20th, 2007, 12:17 pm
Posts: 3155
Location: Zagreb, Croatia
Sporkinator wrote:
There has to be a reason why Activision made units move slower when not using follow command. I do not know what that reason is.


The reason is in Battlezone being FPS RTS. "First person" are the key words. AI is smarter (faster, aggressive...) when controled right. That was Activision's goal, you have to be on the first line of fire, not in the background.

BTW, recycler has a pilot, you just can't see it (like walker's), nor take his place (Spork did it with hacks :roll: ).


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 Post subject: Re: Driving the Recycler
PostPosted: March 31st, 2009, 12:14 pm 
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Joined: June 1st, 2008, 9:16 pm
Posts: 3989
Thank you for that explanation. I agree with that, just didn't know how to put it into words like you just did. I like BZ AI just the way it is.


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 Post subject: Re: Driving the Recycler
PostPosted: March 31st, 2009, 4:42 pm 
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Joined: December 29th, 2008, 7:44 am
Posts: 230
Location: The Converted Fury Flagship
spo wrote:
XANA wrote:
I don't think there is way to disable the ground disturbance for just a vehicle, instead when I was observing the Furies on the mission where you need to take out the Fury escape lanucher-thing, I noticed the Furies seem to have a different version of "disturbance", not of the ground but of the "air" around them (a sort of sonic boom appears just as the Furies saucer climbs to the high altitude, though it could be of effect and not practical in any way).


Haven't noticed the sonic boom. Observations will be made the next time a fury is encountered. This seems more like a bells and whistles visual effect rather than an effect triggered by the physics engine.


I do know that the sonic boom doesn't happen all the time, so if it was for effect then it would happen everytime a Fury saucer climbed.
I've observed the Furies both on this game and the N64 version, and neither have the Furies' sonic boom happening all the time.

The sonic boom would appear as a big wide light blue circle spreading out fast from the Fury ship as it climbed and disappeared.

I'm not near either game right now (at school), so I can't make any screenshots.
I'll try to when I get home though.


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 Post subject: Re: Driving the Recycler
PostPosted: March 31st, 2009, 5:35 pm 

Joined: March 18th, 2009, 9:26 pm
Posts: 8
Mr. Spock wrote:
Sporkinator wrote:
There has to be a reason why Activision made units move slower when not using follow command. I do not know what that reason is.


The reason is in Battlezone being FPS RTS. "First person" are the key words. AI is smarter (faster, aggressive...) when controled right. That was Activision's goal, you have to be on the first line of fire, not in the background.

BTW, recycler has a pilot, you just can't see it (like walker's), nor take his place (Spork did it with hacks :roll: ).


Okay. I'll buy that.


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 Post subject: Re: Driving the Recycler
PostPosted: March 31st, 2009, 10:34 pm 
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Joined: March 30th, 2008, 3:49 pm
Posts: 461
Location: Wherever there is cake
Sporkinator wrote:
Driving a Recycler really is pointless and boring. I drove a recycler. You can deploy anywhere if you press K, you can't hop out, and if you eject, the game crashes. There is no way to command yourself to build anything. It's like driving a Turret with no weapons.

Really, there's no point. Driving a Recycler yourself doesn't make it any faster than when AI recycler follows close behind you.
And you did this how?
tesla_trooper wrote:
now i can explain you pic
Image
NOBODY CARES!


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 Post subject: Re: Driving the Recycler
PostPosted: April 1st, 2009, 2:56 am 
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Joined: June 1st, 2008, 9:16 pm
Posts: 3989
How did I drive a Recycler?

I added the Recycler to the vehicle selection temporarily in a mod. Driving the Recycler isn't a party like you think it is. The Recycler is slow. That's just how it is. Driving it wouldn't make it any faster. Don't try this at home kids, you'll mess up your BZ installation and won't be able to play online. :!:


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 Post subject: Re: Driving the Recycler
PostPosted: April 1st, 2009, 9:39 pm 
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Joined: December 19th, 2008, 9:19 pm
Posts: 1159
Location: Mars
Gotta keep that in mind. :!:


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 Post subject: Re: Driving the Recycler
PostPosted: August 15th, 2010, 5:52 pm 
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Joined: August 12th, 2010, 5:59 pm
Posts: 439
Location: Where coconuts migrate too
yah if only we knew were they hid the fury info then we could add a new race
then again


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 Post subject: Re: Driving the Recycler
PostPosted: September 8th, 2010, 3:22 pm 
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Joined: September 5th, 2010, 6:22 am
Posts: 4
I've never really been interested in driving the recycler, factory or armoury. Then again, maybe the constructor cause its so slow. I found that you have to use creative logistics to move those four around to your satisfaction, plan ahead before you move them. I do wish though you could at least arm them and the scavengers with some sort of self protection, even if it's a simple minigun. But then I guess protecting them is also an exercise in creative logistics LOL

GM


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 Post subject: Re: Driving the Recycler
PostPosted: September 9th, 2010, 4:37 am 
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Joined: November 4th, 2009, 8:37 am
Posts: 380
Location: North Carolina, USA
never forget, all units drive faster when following, and the prod units will drive fastest when they are close to you. so if they are following you, dont outrun them; keep them in your radar and they will stay going quickly


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