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Messages - Hang-Lip

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21
Suggestions / Re: Core Quests
« on: November 10, 2014, 09:56:02 PM »
A big +1 for this thread

22
General Discussions / Re: Encounters
« on: November 10, 2014, 07:31:03 PM »
I can tell you love jagged alliance 2 cirn0. Me too I played that game a lot in my younger days.

23
General Discussions / Re: Encounters
« on: November 10, 2014, 02:45:27 PM »
What you said is god damn exciting

Hell yeah

24
General Discussions / Re: Encounters
« on: November 10, 2014, 07:17:26 AM »
Encountering another player thats already in a forced enc is like a core feature of fonline.

If the devs can code a masterful combat system, this should be a piece of cake.

Camping faction gates................

25
General Discussions / Re: Encounters
« on: November 10, 2014, 06:51:05 AM »
Entering an enc isn't the same as a forced one.

Forced enc means, 2 groups could be fighting each other, Hostile npc's have 'spotted' you and are preceding to attack you. Encountering another player. (unsafe) Must ready yourself.

Entering an enc by choice means there will be no NPC's on intial entering. (safe)

26
Suggestions / Re: Ideas
« on: November 10, 2014, 06:34:34 AM »
Is it possible one of the patches knocked out our ability to do this inadvertently?

Someone suggested this in a previous post.

27
General Discussions / Re: Encounters
« on: November 10, 2014, 04:46:38 AM »
I just really hope S.T.A.L.K.E.R. was just blowing air.

The mechanics in AoP, as far as im concerned are beyond compare to any other FOnline server.
Even with the lack of content, I will never go back to 1hex mechanics.

I wish I had some idea of coding anglescript, so i could help with more, than just maps.  :'(

I dont really know shang that well, but in the yrs of playing fonline i know he likes roleplay, to me thats a good sign for the server.

28
General Discussions / Re: Encounters
« on: November 10, 2014, 01:28:47 AM »
Forced encs make the wasteland what it should be... dangerous to travel and unpredictable.

Not boohoo i need to get back to the fight as quik as possible. that just makes it a deathmatch game and not an mmo.

29
General Discussions / Re: Encounters
« on: November 10, 2014, 12:44:22 AM »
Then what the hell am i making random enc maps for?
If this is so, then it sucks fucking hard.

As captain chilly has stated several times, Fo server based only on PVP will die.
which it didnt take long to do.

Take a gander where all the players are at? Not here. I stopped playing Fo2 cuz of my loyalty to AoP.
Now i hear this shit.

Devs you wasted your time creating lore for this, as no one gives a shit about it. Just reduce the WM to core. So theres no travelling at all.

If dev sees this, and above shit is true, plz remove my contributer status.

Before some dick says it, YES my butthurts.


30
General Discussions / Encounters
« on: November 09, 2014, 05:31:46 PM »
Will forced encounters be re enabled at some point?


31
Suggestions / Re: Ideas
« on: November 09, 2014, 05:32:18 AM »
Just tested M1c, same deal.

32
Suggestions / Re: Ideas
« on: November 08, 2014, 07:43:50 PM »
Just did test with BG DSR50.
I go into deploy mode which eats almost all ap. I can click 5x on a target, but he will not shoot when req AP is reached.

Also tested on stationary target (explosive barrel) I click couple times on barrel while ap is building back up, but he wont shoot when ap needed to shoot is reached.

On Fonline2, i have no problem with this, char always performed attack when req ap is reached.

My ping on this server is better than all the others. Can anyone else confirm if it works as John stated?

33
Suggestions / Re: Ideas
« on: November 08, 2014, 07:41:20 AM »
I haven't really had an issue with instantly stopping, i just click 1 or 2 hex near my char.
Its the clicking to make sure my char shoots as soon as the AP is enough, that bugs me.

For instance, lets say it costs 5 ap to do burst, i click target while my ap is 2, char will do burst when ap regens to 5 without having to click again, of course you must click again to stack your next attack. I think this will help high ping players and allows you to observe enemy movement and not the ap bar.

If it cant/wont be made that way, oh well.


34
Suggestions / Re: New Weapon: Energy Blade?
« on: November 07, 2014, 09:06:20 PM »
When I say anal, I just mean nit-picking no offense meant. For instance im an anal mapper, even when it looks done, ill sit back and look at it as a whole picture, to see if it feels right.

But I have to agree with the sword thing going against the Fallout feel.

It would be pretty cool if posion could be applied to a melee weapon. Duration effect on weapon.



35
Suggestions / Re: New Weapon: Energy Blade?
« on: November 07, 2014, 08:25:45 PM »
A wakizashi was used for armor penetration wasn't it? And only about a foot long in length.

How about a 2x4 with a nail in it, now that is fallout, or a gun that jams 50% of time.

Lets not get anal, since we can craft Hi-Tech BG sniper rifles. :P

36
Suggestions / Re: New Weapon: Energy Blade?
« on: November 07, 2014, 06:22:26 PM »
It's not a bad idea, I once designed A similar thing for my old fallout tactics mod. It's tech was based on force field emitter tech redesigned by SF scientists to emit a blade shaped field.

Don't apologise for there rudeness harpy.

37
Suggestions / Re: Ideas
« on: November 07, 2014, 02:52:24 PM »
Agree that reload should make your char stop, also swaping weapons should have this behaviour too.

Most actions like scie or repair do make your char stop to perform if u were moving.
Also it performs said action once ap is sufficient without anymore commands. Can shooting really not be made in same fashion?

Like to keep my eyes on battle field not the ap bar?

That's my last 2 cents,

38
Suggestions / Re: Ideas
« on: November 07, 2014, 06:19:44 AM »
I play in 1600x1200, FoW is better than 1pixel wide green line and its a pain in the arse to focus on.

39
Suggestions / Re: Ideas
« on: November 07, 2014, 05:42:31 AM »
Yeah exactly like that.

Fo2 isnt that bad, if it had AoP mechani..........................drools.


40
Suggestions / Re: Ideas
« on: November 07, 2014, 05:33:01 AM »
FoW is just same as using Q really, except its easier to notice then faint green lines.

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