Page 2 of 2 FirstFirst 12
  1. #16
    Xpertz William Antrim's Avatar
    Join Date
    November 2005
    Location
    Norfolk.
    Posts
    4,112

    Default

    Quote Originally Posted by Biglines View Post

    i've never really understood why so few people use gliders though, aside from the requirements, they are so incredibly fast, and if u know how, they very easily take off and land.
    I think this is why.
    "dulce et decorum est pro patria mori"

  2. #17
    I'm A Computer Roc-a-fella's Avatar
    Join Date
    August 2002
    Location
    NEW YORK
    Posts
    1,012

    Default

    make hovercrafts go over water plz

  3. #18

    Default

    Quote Originally Posted by Biglines View Post
    i've never really understood why so few people use gliders though, aside from the requirements, they are so incredibly fast, and if u know how, they very easily take off and land.
    I stopped using them because of sync bugs. Don't know if they still exist though

  4. #19
    The REAL Walker
    Join Date
    August 2012
    Location
    Denmark
    Posts
    1,196

    Default

    Quote Originally Posted by Pestilence View Post
    I stopped using them because of sync bugs. Don't know if they still exist though
    Gliders are by far the most fun vehicles to use ingame. And while the sync bugs can still happen, its pretty rare (or at least was, when I tried last tried a glider).
    I personally wouldnt mind hoverbombers being used more, so I could use the air to air glider (what ever its called).. And yes, I have been playing Planetside2 quite a lot lately...
    Walker
    John Gotti
    Sammy the Bull
    Danish Rage
    Innocent Bystander
    Walking Waste
    Sweet Judgement
    Sweet Vengeance

  5. #20
    Highest Ranked Psi-Monk Ever Forget My Name's Avatar
    Join Date
    December 2002
    Location
    Florida
    Posts
    1,688

    Default

    At first I didn't like gliders.

    But after a few crashes.... I learned how to take off and land, and now the Doy Scout Glider is the only vehicle I use when hunting mobs.

    Doy Scout Glider > Quad, as long as your computer doesn't sync crash a lot. Mine never does anymore. Go figure, I got lucky with my current set up. It must love Neocron's shitty net code.

    Also... Pimping my older vehicle thread...

    http://forum.neocron-game.com/showth...l-for-PE-Usage

    Some good ideas in there I think. Get those creative juices flowing for this thead!
    ______________________________________________________________________________________
    Majestic_12 / Cold Steel Mercs / Phoenix LTD / P.I.M.P / Immune

    my techs for trade

  6. #21
    Slaving over Sony Vegas CMaster's Avatar
    Join Date
    November 2004
    Location
    Plaza 3
    Posts
    4,221

    Default

    General comment - killing the quad won't on it's own make more vehicles be used - just less quads. To make vehicles be used more, they have to be more appealing, and less of a crazy money sink.

    Quote Originally Posted by Deus Ex Machina View Post
    NEXT Quad V.1 1 min 23 sec
    NEXT ER Chaincraft V.1 1 min 30 sec
    NEXT ER Wheeler Speedbike V.1 1 min 29 sec
    NEXT ER Hovertech V.1 1 min 19 sec
    NEXT HH Wheeler V.2 1 min 40 sec
    NEXT ER Assault Bike V.2 1 min 25 sec
    NEXT ER Combat Chaincraft V.1.2 2 min 05 sec
    NEXT HH4x4 Chaincraft V.1 1 min 38 sec
    NEXT Reveler-Chaincraft V.2.5 1 min 37 sec
    I'm a little perplexed as to who the combat chain would be vastly, vastly slower than the normal chain, or anything else for that matter... Other than that, those numbers mostly sggest that there isn't much difference between the vehicles.

    Quote Originally Posted by William Antrim View Post
    I would just like to see a button to allow ascent/descent on the Z axis (vertical up and down) for flying vehicles tbh. I think this would make more people use them. You could use the "jump" (space bar on my setup) button I guess and maybe shift + jump to go in reverse?
    Gliders should stay as they are (their control scheme is perfectly sensible) but something easier for the hover vehicles along these lines makes sense.

    Quote Originally Posted by Jodo View Post
    Perhaps give vehicles a shelf life like all other items. They can be repaired from 0% but after many repairs, there is nothing left anymore.
    Also, the quad doesn't need to be so fast. Just faster than noob legs really.
    I like the idea of vehicle keys that can be reused when the vehicle is broken, but needing a repair job done to them. Keeps players in business, but stops making losing vehicles so expensive. Could make the repair need specialist tools, or use vehicle parts as well as lube or something too. At the moment, the ease of destroying vehicles, combined with having to just ditch them in random places is a big disincentive to use them.

    Quote Originally Posted by William Antrim
    I think the biggest single problem with vehicles currently is the fact that you have to leave it in the middle of nowhere when youre levelling and someone else can come and blow it up just for fun. If that happens then it is incredibly expensive to replace some of the vehicles and thus people dont like to go through that pain.
    This is genuinely one of the biggest parts of the problem. It's one thing to lose your vehicle because you get blown up while driving it, possibly even using it to fight someone. It's quite another to lose your vehicle because you had to leave it parked in the middle of nowhere. Simplest solution is to allow vehicle dismissal from anywhere. Stick a 60 or 120 second timer on it (interrupted by damage), so that it can't be done to avoid combat and done. Also, more ASGs would be great. Obvious points are somewhere out west, Escuador Oasis, also maybe a GR and a GoGo for that bunker/ASG combo in I-16 (or is it J-16)

    Quote Originally Posted by Bruder Malmsdoo View Post
    New runners have the LE in. So the Jones Quad cannot be destroyed for a long time, IF the BUG is fixed, that allows le-vhc to be destroyed atm. When they remove the LE, they easily have the money to buy a vehicle. So the decision to make the Quad destructible doesn't hit the Noob at all. Only the experienced player.
    New runners also climb off their quads sometimes - often in fact, if they drove to somewhere for leveling. As soon as the LEed player is off their vehicle, it is vulnerable. So that isn't really an answer. Also, it really shouldn't be possible to permanently lose something that can only be acquired once per character.

  7. #22

    Default

    Those flying vehicles have serious issues with controls like controlling the camera and the thrusters with the mouse... stupid.

    As for the OP the ideas are great.

  8. #23

    Default

    Quote Originally Posted by CMaster View Post
    General comment - killing the quad won't on it's own make more vehicles be used - just less quads. To make vehicles be used more, they have to be more appealing, and less of a crazy money sink.
    Vehicles are used a lot. They are also not a "crazy moneysink", because money isn't really a problem in NC. Make 1 OZ-Storage-Run and loot the mobs --> You have a vehicle. Sell 1 UGS --> You have a vehicle. To make the Quad destructible does not mean to "kill" it. Other vehicles will be used instead, because time is money.

  9. #24
    für einen freien Geist Deus Ex Machina's Avatar
    Join Date
    February 2005
    Location
    Tech Haven
    Posts
    573

    Default

    Quote Originally Posted by CMaster View Post
    I'm a little perplexed as to who the combat chain would be vastly, vastly slower than the normal chain, or anything else for that matter...
    I was too, but it crawls like a snail in comparison to others - it really falls out of line. Maybe the chaincraft was upgraded once and the Combat Chaincraft was forgotten or the like.
    Quote Originally Posted by CMaster View Post
    Other than that, those numbers mostly sggest that there isn't much difference between the vehicles.
    The numbers suggest that, but as I saidf in the other comments - the driving feels very different. For example the vehicles are differently prone to get stuck - either because of the size of their hit box, or because of their turning behaviour. With some of the vehicles I needed three or four runs to get a more or less "perfect" run. Its just hard to crunch the turning behaviour into numbers, but if driving through the wastes it makes a difference if you can evade a tree or not. If someone has an idea how to make numbers out of turning behaviour I will gladly test numbers for that too.
    I may not agree
    with what you have to say,
    but I'll defend to the death
    your right to say it!
    - Voltaire

  10. #25
    NC2 were u fight bugs from NC1
    Join Date
    June 2003
    Location
    UK
    Posts
    687

    Default

    Ok so I've read through this thread and actually like some of the suggestions proposed.

    Regarding the jones quad, while I'm ok with the speed being nerfed, handling/turning shouldn't. Infact other vehicles really need their handling improved.

    I'm all for the idea that vehicles have durability like other items in the game, but I would have this only take affect when a vehicle is 'Wrecked', not when someone is repairing with a repair tool.

    I also think that the requirements for all vehicles need lowering (as suggested in another thread) to promote more use of vehicles.

    Maybe if weapon damage etc is balanced then people will be able to afford spending points in things like VHC.

  11. #26
    Registered User Disturbed21's Avatar
    Join Date
    October 2004
    Location
    California
    Posts
    85

    Default

    Quote Originally Posted by CMaster View Post
    I like the idea of vehicle keys that can be reused when the vehicle is broken, but needing a repair job done to them. Keeps players in business, but stops making losing vehicles so expensive. Could make the repair need specialist tools, or use vehicle parts as well as lube or something too. At the moment, the ease of destroying vehicles, combined with having to just ditch them in random places is a big disincentive to use them.
    When I was reading through the posts something like this came to my mind and I think this would really help. If a vehicle is just damaged you should still be able to repair at an ASG but once it's destroyed you have to take the key to a repairer to fix. I also like the suggestion of adding a condition to the key, that way it will eventually be removed from the economy.

  12. #27

    Default

    Quote Originally Posted by CMaster View Post
    I like the idea of vehicle keys that can be reused when the vehicle is broken, but needing a repair job done to them. Keeps players in business, but stops making losing vehicles so expensive. Could make the repair need specialist tools, or use vehicle parts as well as lube or something too. At the moment, the ease of destroying vehicles, combined with having to just ditch them in random places is a big disincentive to use them.
    Sounds like an good idea for me too.

    I really would like to see people driving different vehicles again. It would also give a greater need for repping

    MFG

Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •