Posts by Tito

    Quote

    Originally posted by X-Ray
    I know that probem too with battleships. they explose in different phases and you shoud shoot it in the last phase to get the kill. but even i keep fireing sometimes it said killed by npc.


    Yep that has been explained by Haegar allready, im more concerned about the Wasp/Hornet part...since my destroyer has no CD...only turrets :S

    Colubus was from Geneve(italia), but the crew and the ships that he commanded were spanish´s crown propierty, 3 ships, La Pinta, La Niña y La Santamaría.

    Questions by Cody Micajah Bye, Managing Editor
    Answers by Hermann Peterscheck, Producer for Jumpgate Evolution


    The space combat genre is all about action. If youve ever had an opportunity to boot up one of these games, youll be familiar with the strap yourself in sort of mentality that the developers used to run with when creating these games. When I asked NetDevils Hermann Peterscheck about the combat in Jumpgate Evolution and how that game was being designed, his answers were so thorough and lengthy that the Ten Ton Hammer staff had to split the interview into two parts to encompass the entire span. With Part One of the "Combat and Controls Interview", the Ten Ton Hammer staff asked Hermann about control options, joystick vs. keyboard, and how a player advances throughout the game. We hope you enjoy his responses!



    Ten Ton Hammer: What options do the players have in terms of their control system? Will both keyboard and joystick be optional?


    Hermann Peterscheck: Control is a primary area of concern for us. Our view is that people want to experience the game in different ways. Some people only have a kind of basic keyboard and mouse setup so its vital that the game plays well with that kind of setup. However, as a space combat game we have a large number of people that have very elaborate control setups and we want to make sure that we take advantage of those.


    The good news for players is that we have some developers that fit into this category and I can assure you that they would not be satisfied with anything less than a fantastic joystick experience. Going beyond that we also support more advanced stuff such as TrackIR and continue to evaluate all kinds of different hardware to see how we can make the game even more immersive and versatile.


    We also support both a 3rd and 1st person mode as people feel very strongly about what mode they want to control their ship in.


    Ten Ton Hammer: Have you have to make any sort of compromises to support both methods of control? Will players with a joystick have an unfair advantage?


    Hermann: The answer to the first question is no. We spend a lot of time making sure that both control schemes work. There is no point in adding an option just to be able to advertise it. Players are smarter than that, and poor implementation of control schemes is worse than not supporting them, in my opinion. As for having an unfair advantage, I am sure that will be a hotly debated topic. Think of it this was: has there ever been an MMO that didnt have arguments over Class X or Weapon 12 being unfairly overpowered or nerfed.


    The game mechanics should not be effected, whether people who use joysticks or mouse/keyboard or anything else are more effective than others is something we will be watching with a great deal of curiosity. We dont want to end up faking things to balance the game. The thing that makes Jumpgate Evolution different than a lot of MMOs is that combat is skill based. We never want to go down the road of making a mouse more accurate than a joystick or something like that.


    Ten Ton Hammer: Will the newest version of Jumpgate utilize all of the common toggles you find on a joystick? Things like throttles, toggle hats, alternate fire, and counter-measure buttons?


    Hermann: Yes. I think we will be, if not the most, one of the most thorough MMOs with regard to supporting various control schemes.


    Ten Ton Hammer: How will combat encounters typically play out in Jumpgate Evolution? Are we still playing in a dogfight style world? Or will more defensive players actually be able to run away without dying?



    Hermann: I think that those things are different sides of the same thing. Combat is, and always will be, skill based. Many things are part of combat, attack, defense, handling, speed and so on. The various permutations of all the things that people will do is something that we could fill pages with. I also suspect we will only scratch the surface of what players might do.


    As a simple scenario imagine if you have short range quick turning missiles, ammunition weapons, strong shields and a decent afterburner and I have 2 more guns, but they are energy weapons that can fire further. My missiles are longer range but cant turn as quickly. I think that just in that simple scenario the combat possibilities are potentially endless. Our role is to give players enough options so they can decide what they want to try; then get out of the way and mix and match the various equipment to come up with new strategies.



    Ten Ton Hammer: Will combat be the only way to advance? Or will other methods of advancement be an option?


    Hermann: There will be many other ways to advance and many types of advancement as well. For example, there is the traditional gain experience, rank up, buy new equipment route. Were also going to put a large emphasis on economic advancement. This is an integral part of most of the really fun space games that have come about and in an MMO environment its even more important for long term game value.


    Then there are things like medals and titles which represent alternate advancement paths outside of XP and money. For example, if you down 500 of a given type of opponent you might get a medal for that. If you have a mission success rating of some amount then you can get a medal for that. We have all kinds of ideas to give medals value beyond the pure achievement value so itll be fun to see how that turns out. Faction rating is another area we want to expand on. The original game allowed you to gain and lose faction rating with the major nations depending on activities you did. We want to use that same system to enrich the game to a much great degree.


    The trick with advancement is giving people enough things to advance to and reasons for doing so. Its great to get a medal from time to time, but its even better if getting that medal comes with some other kind of reward beyond the completion value.

    80.- When you play football with your team and you miss and say "ball doesnt track".
    81.- When you go in a pub and order Custodian whiskey
    82.- When you dont expect visitors at home and you tell them that invading is against rules and that you paid for you home
    83.- When you see a Jonh Wayne´s far west movie and you think "that must be Gunny´s ancestors"
    84.- When you get on your car and try to config weapons groups in the GPS.

    Server was down due to transfering files, but now is back again. Try again and you will be able to connect...you dont need directconnect as CF launcher have it allready

    Quote

    Originally posted by SWAT_OP-R8R
    1.8gb?
    damn then i still need to compress CF ^^


    Oo, then i guess we will have to edit a CF 1.8 mod DVD...if we continue in this way we will use Blueray disck for CF 2.3¡¡¡


    :D

    Wellcome to CF and SWAT communitty¡¡


    I hope you guys enjoy being here and have fun with us¡¡


    If you have any question, dont bother to ask ingame or here in forums. Also notice SP tagged characters are SERVER POLICE wich takes care of enforcing server rules, ask them also if you have any question¡¡

    Quote

    Originally posted by magnet
    yeah that sucks - why ppl use soooo much missiles if they can't control'em and they hit their "owner"?


    ->> i'm back!


    PPl dont hit themselves with own missiles, is not that the reason you autokill yourself with them. The reason is that the opponent CD or shoot you in the proper time and blow your miss/torps, and if you are rigth next to your own missiles cause you just shooted them, you are in the blast radius and therefore they damage you.


    That said, you have to control when you shoot them.

    Quote

    Originally posted by DC_Hägar
    BS explode in several phases. make sure u kill the last bit and it is not destroyed by an explosion of one of its other parts...


    Ahhh thats it then¡¡ Great explanation Haegar thanx very much¡¡

    Yesterday in ASF/CSF battle there was a BS fighting and sometimes (not all ofcourse) when it was killed by opposing forces, console said that was killed by NPC.


    Why is that?

    What a mess¡¡ (for them of course)
    how could it be possible that it has been attacked again?
    And what the interest on attacking it?
    Maybe is just for a maintain purposes only...as they stated that they changed to another server.

    Check out what Istvan Jumpgate Evolution developer has to say about this topic in his Development bulletin 4#: Capital Ships





    Since various interviews, dev chats, and columns on gaming sites have now either hinted about or openly mentioned this topic, I think it will no longer come as a surprise to anyone that the development team has plans to put capital ships in JGE. Scorch had wanted capital ships even "back in the day", but development resources were so thin for JGC post-release that such a large project was never tackled. JGE's AI system, though, is the real factor that allowed us to realize that we could indeed put capital ships into the game.


    The conflux hives in JGC were a preliminary experiment I conducted a few years ago to explore putting turret AI objects on a larger body. I knew I couldn't implement capital ships myself, but thought that AI-defended static objects might be possible within the old codebase. New work already done for JGE can now perform the same task, and gets vastly better results with none of the flaws seen in the JGC implementation. The same handlers for turrets on a static base object can be used to place turrets on a mobile object, and lo and behold, the result would be a capital ship AI object. We have thus far only completed a static proof-of-concept, but it works very well and we have some confidence that by extension, mobile capital ships can be done.


    At present, we are only seriously considering non-player capital ship implementations. Players will not fly them, nor man them directly. JGE is still a game about fighter combat, and about flying your own ship. Though we've certainly thought about some of the technical issues involved with making multi-player ships possible, we have to draw the line somewhere, so that the game can be released within our intended timeframe. The capital ships and armed bases that we initially implement will exist principally as target assets, to add flavor to dogfights, to finally give bomber class ships their true role, and to give players the ability to participate in action with a larger feel than a fighter engagement alone.


    We have every intention that capital ships and armed bases will have both PvE and PvP implementations. Capital ships and bases are likely mission targets for PvE action, for both solo and group play. For PvP, we want squads to be able to arm and thus defend destructible (or at least damageable to the point of inoperability) base facilities in unregulated space, as well as to fight for control over AI-defended strongpoints. The more extreme possibilities that we're considering would include implementing tools that allow some pilots with extremely high ratings with nations or subfactions, or possibly even leaders of squads, to call in and deliver general orders to capital ships owned by those organizations, offering limited player control over these assets in PvP battles.


    Right now, much of this is tantamount to speculation, as all we have completed is the static proof-of-concept. We have no sense yet of how many of these design ideas can or will be in-game by release. However, this should provide some sense of the direction we're taking, and may prove to be a foretaste of the kind of content the JGE team could be working on post-release.

    Awesome job OP¡ I have no words to describe it¡¡ That copckipts are impressive and the logos are excelent¡¡ Incredible¡


    One only question:


    Once was said that trains may drop part of their cargo when shooted down, will you improve that for 1.8?


    (im talking about players trains, not NPC ones)