Extinct_Reptilia
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quote: actually have the shots, but have been busy with the last parts of the manual because it has to go to production today. So, you have to wait a little longer. Theres no problem with that... take your time. No rush... But when do you believe you'll have them uploaded? If you dont know, that's ok too. No biggy.
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Well, I would rather play the game. That's a no brainer. I'm just really anxious to view how what'll be like, that's all.
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Asset Balance & singleplayer question
Extinct_Reptilia replied to jerebaldo1's topic in Universal Combat Series
I've been noticing marines armed with assualt rifles in some of these vehicles as passengers Such as this one Does anyone know if the player wille be able to fire from this spot while the vehicle is moving? What view will the player have, the FP HUD or the vehilce HUD when in this passenger position? -
quote: -------------------------------------------------------------------------------- Gonna be releasing a boat load of shots on Monday, but I wanted to release these so that you folks can see the end results of the new POV change as per this discussion. Enjoy! -------------------------------------------------------------------------------- It'll be TUESDAY in 15mins. Wot? No screenshots?
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quote: Gonna be releasing a boat load of shots on Monday, but I wanted to release these so that you folks can see the end results of the new POV change as per this discussion. Enjoy! Oh boy! When today are they going to be released!?
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(Perhaps my other post was slightly vague.) Can weapons fire be blocked by vegetation, such as trees and shrubbery, or are these objects translucent to the players action? Does this also apply for vehicles? Can trees stop their movement or slow them down in any way?
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quote:And like features which don't make the cut, vegetation and wildlife didn't make it. Are you saying there isn't going to be any vegetation or plant life!!? Hmmm... So all the plants and trees we've seen in screenshots are not going to be in the game?????
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Sorry my mistake. I understood what you changed, I just slipped with my terminology. Well, that's great to here! I thought you might I've had to take out or drop some things just to compensate for the change. Well thatÔÇÖs good to hear! Sounds like UC will be Alright !
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quote: ------------------------------------------------------------------------- "heh. Anyway, as of ten minutes ago, its now implemented the Q3A way and its going to take some getting used to. The crosshair remains fixed at the center (regardless of POV) blah, blah, though it does drift during idle animations...." ---------------------------------------------------------------------- Besdies from the "drift" What sort of other draw backs or side effects does the first person aspect of the game have with this crosshair change? Are the animations effected in anyway? Is the life system (breathing) disturbed in result or is everything 100% unaffected with this simple change?
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Can trees and other plant life obstruct weapons fire or do shots just go right through these objects? For example, a marine takes cover behind a tree to avoid enemy fire. Wow, just imagine the multiplayer possibilities if so. You would have some pretty intense gun battles.
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I understand the problem. Hmmm... I can live with it though. It's only a minor inconvenience anyways.
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A lot of people want the movement to be the same as any first person shooter. If you have played any modern shooter game at all, like half life etc, you would know that the screen shifts when the crosshair moves to aim. The crossahir always remains in the middle of the screen. quote: -------------------------------------------------------------------------------- The problem that you folks are NOT thinking about is that the POV will continue to *MOVE* whether or not you move the mouse up/down/left/right. Is that what you really want? How are you going to get accurate aiming then if the crosshair is moving (because the POV is also moving) even though you are not doing anything? -------------------------------------------------------------------------------- When you say "*MOVE*" Is this the idle movement of the POV? And if so, is it possible to make the idle movement cease when the game detects player input from the mouse? Would you then have smooth and "accurate aiming"?
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OK, cool. Great! I thought that there might be some exceptions with certain crafts. That's all.
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Can all turrets on every turret equipped craft operate automatically without player assistance or is there some craft where the turret is only functional manually?
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Ok great! That's great! I wouldv'e really missed that feature if it was gone. I Like it just how it is anyways!
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Well, it seems to operate fine to me. But I think if this enhancement was added it would make a substantial difference in my opinion. Just to have a crosshair in the 3rd person view while dogfighting other fighters would be awesome!
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Is there still going to be a 2D interface for UC? Such as a seperate screen to display the logistix computer, tactical computer etc... And if so, have these features been changed slighlty or significantly becasue of the trouble-free modifying to UC?
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Speaking of external views , Is there any way of adding a crosshair to the external views, or atleast one of the external views, for targeting purposes? Maybe in the chase view? and would this require a lot of effort to add into the game?
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quote: -------------------------------------------------------------------------------- I personally would prefer the crosshair to be in the center at all times - or better yet: No crosshair at all, but using the gun's iron sights (or scope) for precise aiming. -------------------------------------------------------------------------------- I would have prefered that too.
