526

(4 replies, posted in Recruitment forum)

I saw you flagged by an alpha terminal and thought your name was fitting.

The only way to look around freely while moving is to double click on the ground to move to it.

A laser sight?

I used this spreadsheet (made by Kri and Crossbones. Thanks!) to organize the different builds when it comes to NPC's.  For the most part, the names correspond with a certain build, and remain consistent with varying ranks and classes.  I tried to keep things as simple as possible for easy viewing, but if you have suggestions for better naming, additional build types, etc  please let me know.

Builds
I originally called them classes, but seeing the official name for bots/mechs being classes, I went with Build.  Loadout didnt sound fitting as that sounds more specific, but suggest what you think is best.
DPS:  Exactly what it sounds like.  Generally have multiple tunings.
Tank:  Multiple armor platings and hardneners.  DPS is second focus.
Scout: Fast and occasionally with demob.  (Tackle?)
E-War:  Some E-War in non E-War bots.

Progress
This has not been touched since I first made it.  These may not be accurate with the new AI and bots getting different modules (much more ewar generally).  If you are interested in helping get more of them classified, just post here with whatever info you have.  I will try to update it accordingly.

**This can be copied as-is into your bio for quick reference, and the spacing will be better there.**


====================================================
NPC BUILDS:  *Full E-War is omitted as they have dedicated bots*

Faction:            Nuimqol                  Pelistal                Thelodica

DPS:                 Havoc                      Grunt                   Scorpion
                         Blastwave               Executioner         Cobra
                         Devastator              Berserker            Rhino

Tank:                Cremator                Gallowglass          Ram
                         Firestorm                Thug                     Wolf
                         Deathbringer                                       Armadillo

Scout:               Smasher                 Filch                     Mongoose
                         Thunderstrike         Hoplite                 Mantis
                         Hellraiser                                            Lynx

E-War:              Shredder                 Brigand                Jackal
                                                        Halberdier            Cougar
                                                        Legionaire

Rank Names:   1st star                   Servant                Rookie
                         2nd star                 Patrician              Warrior
                         3rd star                  Arbiter                 Veteran
                         4th star                  Hero                     Elite
(Strongest) ->  5th star                  Overlord               Supreme
====================================================

530

(4 replies, posted in Balancing)

The light/assaults can apply those bonuses to different weapons/ammo to give them their diversity. (short/long missiles, short/long range versions of the weapon)

E-war have different types of modules with a main focus for their diversity, so they wont be able to utilize every bonus unless they have only 1 module for each bonus or something.  The other bots get that bonus across 4/5 modules all the time.

The difference in # is because of the defense type.  Intakt has resist defense so it needs values for every resist type.  Cameleon has armor repair defense so that only needs 1 bonus.  Troiar can use shields well with its accumulator recharge time, but does not get a bonus to shields likely because of balance.

The e-war bots are also generally more powerful than the other bots just because of their versatility and capability of taking mechs and heavies out of a fight single handedly.

These girls obviously play video games, so getting them to sleep with you shouldnt be all that difficult.  Just show up in a heavy mech and she'll drop her pants instantly.

In order to get slower animations, they'd either need to reduce the number of legs or reposition them so they could take longer strides.  Currently, with the 6/8 legged bots, the stride disance just doesnt allow them to slow down the animation because it would make them look like they're just sliding around.

If they did this, I'd recommend staggering the legs so they move over and under each other to some extent, so you could get the wider range of movement with many legs, and still be able to have a reasonable leg speed.

A haiku brought to you directly from M2S legion of doom:

http://www.xtranormal.com/watch/7745597/

Add descriptions of attributes on rollover, and an initial page that explains the process and decisions.

Make the green arrow pulse brighter after a short time.

http://forumsbetaarchive.perpetuum-onli … l-jumping/

536

(8 replies, posted in General discussion)

Zorac wrote:

I was the first character in game with my character Zep. He was created exactly 18.00.

This was the first character created, it seems.  The one before is "Not a GM", which was created before the server was opened.

http://forums.perpetuum-online.com/user/10/

537

(190 replies, posted in Recruitment forum)

There really arent words to fully describe how awesome we are.

538

(10 replies, posted in Balancing)

Whats wrong:  The bonus/penalty is static.

Why its wrong:  Allows for armor plates to completely negate a demob.  Weaker demobs get a larger % "buff" when against LWFs.    (40% demob becomes 60% for a 50% increase while a 60% demob becomes 80% for a 33% increase)

What needs to happen:  The bonus/penalty needs to be dynamic based on the strength of the demob.  (Ex: Armor reduces demob strength by 25%, so a 50% demob becomes 37.5%)

Why its right:  The effect will scale with the power of the demob as well as the power of the LWF or armor.  It will also never be able to fully negate a demob, as each plate reduces the remaining demob power, not initial power.


Example:  (with my suggested system)

Tackle:  2 50% demobilizers
Tank: 2 armor plates that reduce demobs by 25%.  Movement speed is 50kph.

For each demob, the first armor plate reduces its effectiveness to 37.5%, and the second plate reduces the remaining amount to ~28%.

With the calculated demob strength, the first demob reduces the tank's speed to 36kph, and the second demob reduces it to ~26.


Regardless if you put 3/4 armor plates one it, you could never get the demob strength to 0.  This is the most important part.  These effects need to have a stacking penalty, and be dependent on the strength of the demob.  The actual numbers are just for example, and I'm not suggesting the numbers I used.  I just wanted to show how my suggestion would work in practice.


*If you need anything cleared up, please let me know.  Its late, I'm tired, and I was determined for this to be my first post today.  Thanks.*