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Heavyporker
12-07-03, 00:20
I mean, graphics aside...

Warbots and DoY bots are of course, DOY units... yet FA and TG and Crahn runners regularly hunt them... Shouldn't they lose FS for doing that? (once DoY comes out, of course)

And hearing that CA "supposedly" fixed the Y. Replicants... It might be construted that city faction runners that kill one would have to lose CityAdmin sympathy, right?

Moving on....

It seems very strange to me that fire spells and fire-modded weapons work excellently on fire-spewing mobs... I would have thought that creatures carrying around a bellyful of napalm would be rather resistant to burning damage, right?

And poison spells work perfectly well on poison spewing mobs, as well... I know - in RL snakes aren't immune to their own poison... but this is the wastelands, and they would have turned on each other enough times they would have evolved a decent resistance to poison... plus they hit themselves with their own poison at times (try slapping around a few plants in the sewer to see what I mean.)

And warbots do energy/xray damage, right... They are FAR from resistant to energy/xray damage... DoY bots doesn't seem to be resistant to xray either... I would have thought the DoY scientists would have hardened their armor against their own weapons.

That, and the mob ai needs work... there are no truly "fast" or "smart" mutants... they, like all other mobs, just stagger around, point at you, grunt, stagger around, then shoot at you once or twice, the goes through the whole rigamorgale, all the while you are hitting at it, presumably to end its life. It's basically the same for all mobs. I would have thought that whenther anything was attacked, it would have focused on you and tore at you non-stop until either you or it was dead... but no.... as I said above... stagger about and spit at you once in a while.

We need some real variety... kill two or three warbots, you learn all about how to kill them easily.... kill a sandcrawler once or twice, you learn how to kill them easily. the same for all other mobs. The only difficulty is in either surviving the stray shot that hits you or in the acquistion of the loot and return to shelter before the next one spawns!

We need the mobs to be smarter, to be more dangerous in wasy other than having BOTH devastating attacks WITH huge hitpoints.
That or being REALLY small with annoying non-stop pinches that won't end until you flee the zone or die.


Charon... erm, I mean... Nidhogg... this is the part of the post where it might be construted as belonging to brainport... but I am using this to illustrate the point of my statements above... decide whenther or not to move the whole thread.


What about mobs with speed, like a new mutanted human? or more mobs with uncoventional abilities as with the rumored sandworm? Or mobs with terrigyingly powerful attacks but almost nonexistent hitpoints? Or mobs with massive amounts of armor, but nil attack, like a wasteland giant tortiose? That's another thing.... we need "mobs" like droms and wolves- mainly harmless wildlife, but lifebringing to those austere zones... after all, how in the world can maulers and such survive without lower creatures to be food? And more "poison" or some such plants... the trees are nice, but see - not interactive ^ ^

Oh... and the Faction guards need to be more variegetated.

What about changing some Crahn guards to be PPUs, with parashocks, and perhaps the ability to randomly deflector OR shelter their respective pure APU crahn guards?

Or some Biotech guards with claws?

Or changing those NEXT guards in the subway to having bats, like batons?

Or those CM guards to have rocketlaunchers, since they SELL the things?!

And you would think that with all those ledges and bridges and such, the TG guards in the Canyon would be smart enough to station themselves upon them, not in the main corridors, in open space.

Maybe PEs or Spies being guards?! yeah, yeah... strange, but think about it... They are already working almost like it in Tech Haven... They would be the "fast" guards, with pistols - perhaps the gatling pistols or the SMGs for TH... Should be fusion pistols for TG... CA already has plasma rifles and pistols for their personnel, so forget it. Maybe for Protopharma - laser pistol Spies/PEs?

I am trying to say this - too many things in Neocron are like part of one giant template... we need to seriously shake it up.... make it even more unexpected.

Oh yes - Fix MC5!!! It needs more newbie mobs, the traders need to be moved closer... wait, wait.. I already said all those things and more... ehh... I repeat it... the traders need to be moved closer to the GR hut... the mobs have to be stopped from getting stuck under the showcase vehicles... the medikits price HAS to be lowered - 700+ nc for one! geezus!

narkalios
12-07-03, 11:45
i agree... GUARDS are GUARDS... if you come closer to a anemy HQ and you take the "dont come closer"warning from the guards then this guards MUST have the ability to flatline you (us they say :lol: ) ...KK make the quards MORE dangerous so TG (as me) when come closer to NCPD or CA HQ take more seriusly the guards warning... you see, its to damn easy to take down the quards... in wasteland (TG canyon - TH) sould work the same way...

make QUARDS REAL QUARDS and make them more EFFICIENT
STOP THE LVLing AT HQs by flatline the runners there

and i totaly agree...
Biotech guards with claws
NEXT guards in the subway to having bats, like batons
CM guards to have rocketlaunchers, since they SELL the things

verry good Heavyporker :) :) :)

KidWithStick
12-07-03, 11:47
well...if the bots didnt shoot at the runners...then i can understand losing FS for killing them...but if u run by it and it starts to kill you...then you should be able to kill it back.

leethasbro
12-07-03, 11:51
Um yeah, you're right, the graphics for the giant fire breathing lizards look nothing like the giant fire breathing lizards we have here...


Oh wait.. I need to stop doing drugs.

Alpha-Omega
12-07-03, 11:52
Agreed on all points.

Dim
12-07-03, 13:20
Edit: never mind

MrBane
12-07-03, 14:37
Try fighting a Doom Harbinger - That's what mob AI should be like.

If you don't freeze that bastard, you'll be standing well out of range behind a storage container, healing up, then bang, he rushes round and thumps you a few times.

n3m
12-07-03, 14:56
Originally posted by MrBane
Try fighting a Doom Harbinger - That's what mob AI should be like.

If you don't freeze that bastard, you'll be standing well out of range behind a storage container, healing up, then bang, he rushes round and thumps you a few times.
The doom harbinger used to be solo'able (o_O) but now he only seems to hit my legs so I cant run anymore.. Medpacks dont work fast enough and niether does the tl3 heal + sanctum.. he jumps from behind a container and blam ur dead :(

doy bots have good ai, they sneek up with their little friends from behind..

I agree with you HP.. bots should have more resist against piercing.. firemobs to fire, poison against poison

warnings - maybe 1, then shoot immediatly


the doy bots being faction bound will probably come with DoY, when Copbots are actually CA..

Heavyporker
12-07-03, 15:10
Wow... thanks for all the positive feedback.


Another thing I want to see worked on is the homing mob spit. By this, I mean the sandcrawlers and maulers and all those organic mobs that spit balls at you have the balls themselves do all sorts of acrobatics to hit you (I swear that they have done 180 degree turns in wide curves behind me - maybe if someone took screenshots to prove it.)

And yes, I know of the Doom harbinger... heh, its always genuinely interesting fighting it, and with DoY bots. They seem to have better pathing AI than most other mobs - they can come around things a lot faster.

I agree with you - if those "faction" mobs shoot at you, you should have the opporunity to defend yourself... but, heh, you already do - its just like attacking players, you see...

Heavyporker
12-07-03, 16:02
dunno if I can edit... so here it is - I forgot to elaborate why I wanted NExT subway technicans to have baseball bats (acting as batons)... Considering that they have to patrol the subways, and that anti-NC forces can easily get into the subway (via OZ or PP) and get into the Plaza and Via Rosso sectors virtually unopposed...

So they WOULD have to become the second line of defense (first is the STORMbots outside the Main Neocron Gates)


Plus... I quite LOV-fucking-E the idea of those NExT subway guys beating the hell out of uppity ProtoPharma runners thinking they can bum a free ride out of NExT subways!

fatwreck
12-07-03, 16:13
so you mean the gaurds dont shoot at all of you after one warning? i cannot stop by a gaurd or he will open fire almost instantly.... but that could be because of -99 in almost every faction symp. the merc gaurds are damn strong and if i dont run my little monk ass out of MB as soon as i GR i will die. any stronger and they will 1 or 2 shot kill me. same thing at TG, and even the CA gaurds open fire on my in plaza1. i dont really see a problem with the gaurds, they will kill you if you hang around too long. i do like the idea of next gaurds in the subways but remeber the subways are safe zones

wolfus1
12-07-03, 16:22
make QUARDS REAL QUARDS and make them more EFFICIENT

i dont know about u but my monk in chran gets shot at in plaza 1 by the CA gards. ill just be standing there then get sum plasma in the back of my head whille im waiting for a poke :lol:

MrBane
12-07-03, 16:25
oh! There is ONE thing I want to get fixed.

Invisible attacks.

My god, what a PAIN IN THE ARSE!

Most often happens with the Grims in my experience. You're watching for that fireball hurtling towards you.. It's all clear, BANG, burning... What the hell? I didn't see anything coming at me, no projectiles, you're well out of any melee damage...

That needs to get fixed, and pronto.

fatwreck
12-07-03, 16:51
yeah... i rmeber when i was a newb still and could bairly take out a WB i had an invisable one spawn right by me... lost 3 belts before i figured out what was killing me

Heavyporker
13-07-03, 00:52
amen... amen...

and to fatwreck... Copbots and CA guards shoot you in safe zones anyway... the NExT subway guards would just have bats, and that's melee, which means you have plenty of time to get out of the subway - it just means NExT enemies won't dawdle in the subway terminals.

nonamebrandeggs
13-07-03, 00:55
CM guards used to have Rocket Launchers, and they looked like 0wnage.

Rade
13-07-03, 01:01
I agree with this thread, however theres some things thats nice about neocron tho... in all other mmorpgs all mobs will be on you instantly if you attack them and chaincast/hit with their spell/weapon at maximum rate, and cover doesnt matter. Always the same thing. Its nice to see mobs that takes cover into effect for once, even if its not as good as it could be. The homing balls of fire are kinda annoying too.

But yes, some nice AIs would rock, put some leet ninja AI on the mutants and ph34r.

Alpha-Omega
13-07-03, 06:01
How about fixing agress ors forst? The bleeding regular agressor does more damage than the captain!

Roc-a-fella
13-07-03, 06:05
OK OK a bear IRL would normally slash... now if you took a sword and slashed it, are you trying to see it would have no effect?

Heavyporker
13-07-03, 06:25
yes, yes - AND - look, guys, the swords - most especially the laserblades - WOULD cut on both sides of each sweep, right?

back and forth, right? This would effectively double the Rate of Fire on the laserblades, and could be THE answer to un-gimping melee in combat!

Seven
13-07-03, 08:43
The Grim Chaser in the game looks nothing like the one that lives in the park down the road from me.

KK really should sort this kind of stuff out. o_O

MortuusLupus
13-07-03, 09:08
I think the DoY bots should be hackable while they're alive, and when you're done they should re-enact The Three Stooges episodes.




No dissassemble!

Heavyporker
13-07-03, 10:50
Um... thanks mortuus.., that sounds REALLY realistic. I will be sure to pass that along. And what should wbs do if they were hacked while alive?

Sheeesh.

What does anyone else think about my idea of laserblades getting their RoF doubled by having them cut on each side of the sweep?

Alpha-Omega
13-07-03, 22:51
Porker, haven't u ever seen Short Circuit?

LMAO, that HAS to be the funniest scene in the whole film :lol::lol::lol:

mdares
13-07-03, 23:11
the staggering thing that HP yer talking abut i thnk is a weak form of "survival" programed in. That is when you hit them hard enough they run back wards away from you; same with warbots. Only thing that doesnt have this "survival" instinct are DOY and doomharbringer; they just keep on coming. (well Doy bots do have a bit but its not as weak as the other mutties survival programing)

PrizM
13-07-03, 23:17
Agreed

[Tetsuo]
13-07-03, 23:18
Originally posted by Dim
Edit: never mind

I agree :P:lol:

Heavyporker
13-07-03, 23:30
Actually, mrdares... what I have noticed, is that pretty much only warbots and Doom Harbingers have a "real" survival instinct... what I meant by "staggering about" was they STAND IN PLACE, without moving forward or back, and wave their arms around, then shoot once and twice, and go through all that. The only variation would be damage type, hitpoints, and size/model.

The Doybots have a suvivial instinct, yeah, but at times I think they're actually running around to try and rally other DoY bots near it to come against me. So it might be argued as a non-preservation subroutine.

fatwreck
13-07-03, 23:46
in real life snakes have poison glands because if the poison flowed through them... it would kill them. there are no fire breathing animals... but its godda be some type of chemical that reacts with air to combust and make fire.... my monk can summon lightning and fire from the sky with my mind... yet fire and energy still hurts me. pvm dosnt need to be nerfed... lol... no one wants that level 100 to take even longer than it already does. its good right now as is. realism would be nice, but in real life a weapon cant have a little swirlly thing around it just because its rare ^^

KramerTheWeird
14-07-03, 00:04
AI differences I notice:

Ceres rocket mobs/Doomharbringer: These guys are nasty and will shoot constantly with rockets, and if you run away they will actively seek you out, unlike some mobs who may go into your general area and wait for you to heal and return. If you hide they will find you and shoot you :)

Decayed Brutes: If you shoot at them from any range they will charge at maxinum speed towards you and attack you from melee distance.

Decayed Horrors: They are almost opposite to brutes, where they shoot from their maxinum range, and if you close in they back up. I have noticed some do full retreats even.

Warbots: Sometimes if you are out of range they will back away, most likely below a hill, and then you have to chase after then and end up right on top of them. They advance sometimes when you're close to them, and by chance I often get shocked and then shot in the legs.

Hoverbombers: Doesn't matter where you are, they fly towards you at a considerable speed. I have noticed team effort sometimes, where if I shoot one or one is chasing me the other joins. If you are in a hut or village they sometimes will move around until they can find an angle to shoot into the building from.

Firemobs: All firemobs slowly advance to you shooting their globs of fire, however the walking ones sometimes will try and get elevation from you on hills.

Copbots/NPC Guards: They sort've work like warbots, as you're not sure if they'll run or advance. I have killed a number of copbots and many many guards and notice mostly when you are on the offense they retreat, and they advance when they're on the offense. Same can apply to mad copbots and malfunctioning gaia mine ones.

Slimeworms/Poison Bats: These ones seem to have some purpose in their movements, as they lob poison balls/beams and then run away almost every time. The crystal cave bats are very annoying as they are hard to target on top of it.

Y-Replicants/DoY Bots: These guys will spot their friend getting shot and will respond immediately, which makes them the most dangerous mobs in neocron. No noticeable tactics with attacking, however Y-Replicants seem very deliberate, like most NPC's do, in using full firepower to take you down.

Vultures: Yes completely harmless and even an lazar pistol can kill them in one shot, but they get points for being vultures and actually circling around in packs.


For the most part these differences are only noticed if you've spent a good deal of time hunting for the mobs, and there isn't real much character outside of that. AI has always been a burden on many games, and I seem to notice in mmorpgs's they tend to dumb down, either to make the game flow better or to get people used to the mindless drudgery of mob killing without promising anything else. There are countless games that work on themes for monster AI, even with seriously outdated games like nintendo metroid or mario brothers. Surely KK could have worked harder to make a more diverse AI system between monsters?

Vash th3 Flash
14-07-03, 00:09
Originally posted by KramerTheWeird
AI differences I notice:

Ceres rocket mobs/Doomharbringer: These guys are nasty and will shoot constantly with rockets, and if you run away they will actively seek you out, unlike some mobs who may go into your general area and wait for you to heal and return. If you hide they will find you and shoot you :)

Decayed Brutes: If you shoot at them from any range they will charge at maxinum speed towards you and attack you from melee distance.

Decayed Horrors: They are almost opposite to brutes, where they shoot from their maxinum range, and if you close in they back up. I have noticed some do full retreats even.

Warbots: Sometimes if you are out of range they will back away, most likely below a hill, and then you have to chase after then and end up right on top of them. They advance sometimes when you're close to them, and by chance I often get shocked and then shot in the legs.

Hoverbombers: Doesn't matter where you are, they fly towards you at a considerable speed. I have noticed team effort sometimes, where if I shoot one or one is chasing me the other joins. If you are in a hut or village they sometimes will move around until they can find an angle to shoot into the building from.

Firemobs: All firemobs slowly advance to you shooting their globs of fire, however the walking ones sometimes will try and get elevation from you on hills.

Copbots/NPC Guards: They sort've work like warbots, as you're not sure if they'll run or advance. I have killed a few copbots and many many guards and notice mostly when you are on the offense they retreat, and they advance when they're on the offense. Same can apply to mad copbots and malfunctioning gaia mine ones.

Slimeworms/Poison Bats: These ones seem to have some purpose in their movements, as they lob poison balls/beams and then run away almost every time. The crystal cave bats are very annoying as they are hard to target on top of it.

Y-Replicants/DoY Bots: These guys will spot their friend getting shot and will respond immediately, which makes them the most dangerous mobs in neocron. No noticeable tactics with attacking, however Y-Replicants seem very deliberate, like most NPC's do, in using full firepower to take you down.

Vultures: Yes completely harmless and even an lazar pistol can kill them in one shot, but they get points for being vultures and actually circling around in packs.


For the most part these differences are only noticed if you've spent a good deal of time hunting for the mobs, and there isn't real much character outside of that. AI has always been a burden on many games, and I seem to notice in mmorpgs's they tend to dumb down, either to make the game flow better or to get people used to the mindless drudgery of mob killing without promising anything else. There are countless games that work on themes for monster AI, even with seriously outdated games like nintendo metroid or mario brothers. Surely KK could have worked harder to make a more diverse AI system between monsters?

Atleast this game doesn't have Half-Life's NPC AI :p

Heavyporker
14-07-03, 11:18
uhh.. care to elaborate, vash?
I havent played half-life, see.

Before Neocron, I was more of a cerebral gamer... played stuff like the MYST series, some infocom games, and recently, syberia.

lemme tell you - the internet made "hints" too easy to get :lol:

at least I am getting better at those games :p

narkalios
14-07-03, 11:40
Originally posted by KidWithStick
well...if the bots didnt shoot at the runners...then i can understand losing FS for killing them...but if u run by it and it starts to kill you...then you should be able to kill it back.
i agree...... but quards MUST shoot you if you r enemy...so you gonna shoot back... i say no SL with quards ....like now...if you kill an enemy quard you dont loose SL...you gonna loose SL only in alied or nutral quards

Rade
14-07-03, 12:17
does anyone else find narkalios sig hillarious? with the sillhouette of a terrorist with a skimask and a ak-47?

leethasbro
14-07-03, 16:05
I think yours is better. Smurf go boom!

Heavyporker
15-07-03, 00:38
umm..

*glances at recent posts*

*looks at thread title*

*eyes flick to recent posts again*

oh yes, very on-topic.

What does anyone think about the AI in the soulcluster wormtunnels... and the AI for player-cast soulclusters. I think that the playercasted SCs are shit compared to the natural ones... but then... the natural ones like did nothing but WHAM SLAP POW WHAM! bitchslapping you back like fifty feet with each hit...

NS_CHROME54
15-07-03, 01:11
i deposit my 2 cents

what we really need is a kind of monster that works altogether differently. something that will sometimes work in packs, sometimes even with other mobs, but typically be found alone. i'm thinking of something like a desert wildcat or something along those lines.


my main view is that they should be something with absolutely blazing fast running and attacking speed and that does a fair, not large, not small, amount of damage. it wouldn't have much armour and hitpoints, but it would be so damn hard to hit because it runs like a fucking rocket. the only effective way to beat it would be melee, or, if you're lucky, aoe damage.

it wouldn't be extraordinarely hard to kill one on its own, but a large pack of them would be very difficult even for a high level runner.


edit: my main reason for saying this is because i notice that all the mobs in neocron move with the speed of frozen molasses, and it just ain't cool.

Disturbed021
15-07-03, 01:36
Originally posted by NS_CHROME54

my main view is that they should be something with absolutely blazing fast running and attacking speed and that does a fair, not large, not small, amount of damage.

edit: my main reason for saying this is because i notice that all the mobs in neocron move with the speed of frozen molasses, and it just ain't cool.

I would have to agree. As a rifle user the only thing I don't attack without lots of cover is Decayed Brutes and Hoverbots/bombers, etc... cause they get up on top of you very very quickly.
Would be kewl to see a midlevel (50-60) creature roaming in packs around the wastelands that you cant out run.

Heavyporker
15-07-03, 06:30
hmm.. why not an more evolved version of the wasteland wolves already present? you could set their AI to have sort of the same "pack" movement mentality of the vultures, and since most all mobs respond to their nearby counterpart being attacked, hitting one wolf would bring the rest of the pack upon you.

it would be VERY simple to increase the speed and damage of those wolves, but their attacking AI routines would have to be improved a bit, so they dont stand around, stagger around, then bite once before going through that lameass waiting period... once they get on you, they all should be tearing at you all at the same time, so you would be frightened by the continual, steady HP loss and their nearness to you, putting AoE out of the question.

I envision them being about level 45ish for the lower level ones, with an alpha wolf being 55ish, would occupy the more disused wasteland zones ( like around B09 and B10, or D12, or E05 and E06). The pack would consist of two alpha wolves (of course - think about it) and about five to six follower wolves, and there would be about one pack to each disused zone (they are territorial, see)

And come on... I wanna see giant desert tortioses, mutated by the rads, they become larger even than a doomreaper, and have MASSIVE armor, like 200/200 level armor, but 1/1 level mob speed, with say, perhaps a 20/20 level melee bite if you get near its mouth. They would be neutral, like droms, just walking about and such... I have said this before... we need more "wildlife", populating the wastelands... even with two nuclear wars, life would be very persistent, doing everything to populate it.

Arcadius
15-07-03, 06:33
I want a 120/120 dragonfly mob damnit.

Heavyporker
15-07-03, 06:47
GOOD GOD, arcadius! Not even fifty PPUs could survive that boss! But still.. arcadius, what would it drop if by some freakish chance, someone killed it?

(I love the idea of a 120/120 dragonfly boss, though... it should be hovering on a grassy, dormant volcano (with a caldera on the top, containing some sort of ruins, and that boss dragonfly hovering around it.)

Arcadius
15-07-03, 06:48
Originally posted by Heavyporker
GOOD GOD, arcadius! Not even fifty PPUs could survive that boss! But still.. arcadius, what would it drop if by some freakish chance, someone killed it?

(I love the idea of a 120/120 dragonfly boss, though... it should be hovering on a grassy, dormant volcano (with a caldera on the top, containing some sort of ruins, and that boss dragonfly hovering around it.)

It should drop a ray pistol.



Weapons should sort of go with the theme of the mob.

Crono
15-07-03, 06:49
that thing better spitout whole MC5 implants when dead.

Heavyporker
15-07-03, 06:51
Bah, no no no.

I say some sort of uber APU poisondart spell that requires 110 PSI, 140 APU, 90 MST, and 100 mana. Plus have a RoF of 30 when the player has 130 PSU, it caps ROF at say, 45 shots a min.

Then considering those stats, the spell could kill ANY hybrid in two hits.


Don't say you dont like this idea of mine, shadowdancer :D

NS_CHROME54
15-07-03, 06:52
<img src="http://biology.swau.edu/faculty/petr/ftphotos/hawaii/dragonfly/dragonfly01.jpg" alt=""><br><br>owned

Arcadius
15-07-03, 06:52
I like anything that has to do with killing skill-less people who choose to play overpowered hybrids.

NS_CHROME54
15-07-03, 06:54
hey why has my postcound gone down from like 550 to 82?

Vash th3 Flash
15-07-03, 08:00
Originally posted by Heavyporker
uhh.. care to elaborate, vash?
I havent played half-life, see.

Before Neocron, I was more of a cerebral gamer... played stuff like the MYST series, some infocom games, and recently, syberia.

lemme tell you - the internet made "hints" too easy to get :lol:

at least I am getting better at those games :p

All they do is run at you and shoot and if you damage them a little they run away. Their AI is so basic it makes the game kind of easy.

PsycheBlade
15-07-03, 10:04
Originally posted by NS_CHROME54
hey why has my postcound gone down from like 550 to 82? Due to some strange ass bug that decided to reset the post count of those who registered in 2001 when the forums switched to customer only

it happened to me too but, eh oh well :o just have to do some spammin


Anyway, more crazy ass AI for mobs would rox - make mobs more intense to fight.

Tho, no more mobs that can shoot ya from clear across the zone plz

Alpha-Omega
15-07-03, 11:30
*cough* TH Turrets*cough*

Heavyporker
16-07-03, 01:21
alpha, what about TH turrets???

Alpha-Omega
16-07-03, 17:27
TH turrets have got MASSIVE range. I have been shot by em when they are beyond the clipping plane. Tho low damage they have a heluva kick. Hurts if they knock you off a cliff.

Elric
16-07-03, 17:41
add fire mobs, Y's and whatevber else on to that list too.

Heavyporker
16-07-03, 22:03
Ah... Haven't been hit by TH turrets so I don't really know about that, but yeah, firemobs and Y.Replicants have nutty range.

And does anyone think that being pushed about by something weighting say half a kilogram is realistic? Yes! Cockroaches, mechbeetles, and bees shove me around like I was a marble?!?! WTF!?

Heavyporker
31-08-03, 13:35
Oh, guys, what would you think if KK programmed hoverbots to be able to change altitude? Because another thing I noticed was that while they're alive, they only fly at one altiude - REALLY REALLY HIGH! :)

Would that make things more interesting if they were able to zoom near the ground and shoot directly into windows and doorways? Hell, having a hoverbomber spit shells into the middle of my room would scare the shit out of me... brillant fun!

And can KK ever fix the problem of teenyweeny mobs pushing around fully grown runners?

And can KK fix the animation on the aggies? I think I'm noticing weird shit like they shoot even through their gatling pistol arm is pointing directly at the floor. ^ ^ anyone else notice that? O_o

Hmmm... and can KK freaking CORRECT mob names?! I mean terror leaper flies, while terror raptor just crawls around on the ground?! And, yeah, I think I saw single mechbeetles called in the plural swarms and mechbeetle swarms caled in the singular... not lately because I 'been on lately, but it has to be checked out.

edit - hopper also just crawls... nowhere have I seen it actually hop.

Ren
31-08-03, 13:46
people getting foxx0red post counts?

Edit: Mines fine - August 2001

Lethal Virus
31-08-03, 13:50
This game takes place in the 2770s, after all the wars, chemical and nuclear warfare, everything mutated to adapt to the changes, including the citizens of Neocron. So, the mobs had to adapt to the new enviroments as well. O_o

ClownBoat
31-08-03, 16:53
The problem is you people whined and whined for DoY so instead of actually having this kind of stuff in the game, we get more bland crap like we already have.

This bland crap will have major issues and KK will have to spend their time fixing the new bugs instead of adding new stuff.

Good job people.

Heavyporker
31-08-03, 20:38
Holy Moley, lets not go offtopic or start flaming (that means you, clowner).

I asked more questions in this thread, let's try to get them answered or discussed.