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HR-Marduk



Joined: 11 Apr 2004
Posts: 252

 Post Posted: Tue Sep 28, 2004 10:03 pm    Post subject: Load
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Within the next few days, a new version of the LOAD verb will be implemented.

A> This should fix the bug several people will be having when loading two weapons at once. On a related note, the only criteria for loading two weapons will be that they both be one-handed and use the same ammo type.

B> The roundtimes for loading will now be slightly reduced with high levels of skill and coordination:

Mercenaries, Trackers, and Agents will receive a greater reduction with firearms.
Mercenaries and Trackers will receive a greater reduction with all archery weapons.
Mercenaries, Troopers, and Technicians will receive a greater reduction with pulse weapons.
Mercenaries will receive a greater reduction with exotic weapons.

C> You will now be able to specify which ammunition you want to load your weapon with. (i.e. load bow with my shock arrows)

D> Things players won't be able to see will allow for future expansions for archery and thrown weapons.

If anyone has anything they desperately want to see added to LOAD, best say so now.

-------------------

Since this is more or less along the same lines of load, a lot of the mechanics which handle ammunition have been rewritten, in particular that relating to firearms jamming and arrows breaking.
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HR-Marduk

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Last edited by HR-Marduk on Sat Oct 02, 2004 2:53 am; edited 1 time in total
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soundless
EIGHT YEARS OLD!!!


Joined: 22 May 2004
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 Post Posted: Tue Sep 28, 2004 11:34 pm    Post subject: Re: Load
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HR-Marduk wrote:
If anyone has anything they desperately want to see added to LOAD, best say so now.


Since we don't really load clips into our weapons, can we load while some bullets are still inside, as opposed to having to unload and load?
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HR-Marduk



Joined: 11 Apr 2004
Posts: 252

 Post Posted: Wed Sep 29, 2004 12:59 am    Post subject:
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Quote:
Since we don't really load clips into our weapons, can we load while some bullets are still inside, as opposed to having to unload and load?


I'll look into it.

The previously announced changes are now live.
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HR-Marduk

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-- Sage Francis
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Arakaweii



Joined: 19 Aug 2004
Posts: 111
Location: Portland, Or

 Post Posted: Wed Sep 29, 2004 1:04 am    Post subject:
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Here's an idea for shotguns, may already be around and if so, ignore this....but have you thought of street-sweeper types? You know, about a 30 round clip for a shotgun? Just a thought that came to me.

Cool
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HR-Marduk



Joined: 11 Apr 2004
Posts: 252

 Post Posted: Wed Sep 29, 2004 1:10 am    Post subject:
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Arakaweii wrote:
Here's an idea for shotguns, may already be around and if so, ignore this....but have you thought of street-sweeper types? You know, about a 30 round clip for a shotgun? Just a thought that came to me.

Cool


Not likely to happen.
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HR-Marduk

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i noticed that the swoosh symbol was nothing but a whip in mid swing

-- Sage Francis
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soundless
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Joined: 22 May 2004
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 Post Posted: Wed Sep 29, 2004 2:20 am    Post subject:
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Ah, the other thing about loading I wanted to mention.

Lets say I have a stack of 10 AG9 rounds and a stack of 15 AG9 rounds.

If I load my rifle (holds 30), it'll only put 10 rounds in, instead of all 25 bullets.

Can this be changed?
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HR-Marduk



Joined: 11 Apr 2004
Posts: 252

 Post Posted: Wed Sep 29, 2004 8:24 pm    Post subject:
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soundless wrote:
Ah, the other thing about loading I wanted to mention.

Lets say I have a stack of 10 AG9 rounds and a stack of 15 AG9 rounds.

If I load my rifle (holds 30), it'll only put 10 rounds in, instead of all 25 bullets.

Can this be changed?


What should now happen is that if if finds the 10 AG9 stack, it will search through your inventory for a larger stack if your gun can hold more than 10 rounds.
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HR-Marduk

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i noticed that the swoosh symbol was nothing but a whip in mid swing

-- Sage Francis
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Dzynna
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Joined: 11 Jan 2004
Posts: 748
Location: Somewhere in the wilds

 Post Posted: Mon Feb 14, 2005 4:27 am    Post subject: Re: Load
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HR-Marduk wrote:
Within the next few days, a new version of the LOAD verb will be implemented.

A> This should fix the bug several people will be having when loading two weapons at once. On a related note, the only criteria for loading two weapons will be that they both be one-handed and use the same ammo type.

B> The roundtimes for loading will now be slightly reduced with high levels of skill and coordination:

Mercenaries, Trackers, and Agents will receive a greater reduction with firearms.
Mercenaries and Trackers will receive a greater reduction with all archery weapons.
Mercenaries, Troopers, and Technicians will receive a greater reduction with pulse weapons.
Mercenaries will receive a greater reduction with exotic weapons.

C> You will now be able to specify which ammunition you want to load your weapon with. (i.e. load bow with my shock arrows)

D> Things players won't be able to see will allow for future expansions for archery and thrown weapons.

If anyone has anything they desperately want to see added to LOAD, best say so now.

-------------------

Since this is more or less along the same lines of load, a lot of the mechanics which handle ammunition have been rewritten, in particular that relating to firearms jamming and arrows breaking.


I think this may be buggy, considering my Medic can load an archery weapon (I tested it with a starbow) and recieve the same RT as my Tracker.
77 coordination (Tracker) vs. 37 coordination (Medic), and in addition, the Medic has 0 skill in archery.
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Xenoapollyon



Joined: 08 Jul 2004
Posts: 193
Location: Somewhere boring.

 Post Posted: Mon Feb 14, 2005 4:35 am    Post subject: Tracker load time.
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Code:
>load
You load your TG23 rifle with some hollow-point AG9 rounds.
Roundtime: 14 sec.


That was a mage with less than 20 marksmanship

Code:
>load
You load your TG23 rifle with some hollow-point AG9 rounds.
Roundtime: 14 sec.


Thats a my tracker with 187

Just wondering if there might be an issue with the reduced load times for trackers or other professions with their weapon types.

Thanks in advance for looking into it.
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soundless
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Joined: 22 May 2004
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 Post Posted: Mon Feb 14, 2005 10:06 am    Post subject:
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what's their coordination?
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Xenoapollyon



Joined: 08 Jul 2004
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 Post Posted: Mon Feb 14, 2005 12:57 pm    Post subject:
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soundless wrote:
what's their coordination?


7 for the mage, 80 for the tracker
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soundless
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 Post Posted: Mon Feb 14, 2005 2:21 pm    Post subject:
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well, if it helps any, with 170+ marksmanship and 147 coord, i only get 13 seconds, so there might be huge plateaus between loadtimes.
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A bright-eyed Thekko Ku Kalla dressed in a dapper sailor suit takes to flight and careers through the air toward the Modan Kucho and slams into him!
With a high-pitched cry, The Modan Kucho collapses in death.
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Xenoapollyon



Joined: 08 Jul 2004
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Location: Somewhere boring.

 Post Posted: Mon Feb 14, 2005 3:25 pm    Post subject:
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soundless wrote:
well, if it helps any, with 170+ marksmanship and 147 coord, i only get 13 seconds, so there might be huge plateaus between loadtimes.


Except that Artisans arent supposed to ( I dont think) have a reduction at all. Where Trackers (mercs and agents) are. Even if there is a large plateau, I think when your over 75% towards max on the skill, and 80% towards max in the stat, you should at least see a one second reduction. I think most likely, it is just an unaddressed bug or an oversight.

Shocked Mmmmm.. Coffee
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HR-Marduk



Joined: 11 Apr 2004
Posts: 252

 Post Posted: Mon Feb 14, 2005 5:48 pm    Post subject:
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Fixed.
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HR-Marduk

Quote:
i noticed that the swoosh symbol was nothing but a whip in mid swing

-- Sage Francis
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TheTrackerChick
Babe of Doom


Joined: 15 Jul 2003
Posts: 569

 Post Posted: Mon Feb 14, 2005 5:56 pm    Post subject:
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Love the loading Marduk. Thanks!!!
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