I Want a Big Red Ball! -YAY-
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how about a npc with exreeem knockback added to it with ragdoll physics with knock up and knock down added to it in the shape of a ball
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It's probably been a year or so since we last played HellBall, ah the fun of bouncing hellions around between repelling kin defenders
For some reason I think classifying it as a giant monster would cause no small amount of confusion... Ahhh! Its a big red.. giant! monster ..ball?
Seems like temp power would work well, kind of like snowballs. Do some task, get a ball for 3 days. Accolade seems as far-fetched as calling it a GM.
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That was pretty much my reaction, too.
All the physics are client side only, and no information about them is passed from client to server -- so, it's strictly a visual on your machine. That means, there is no way for people to play volleyball, or kickball. We could put one in that only you, the player, would see, but I imagine that isn't what everyone would like.
Sorry, folks.
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If Kythorn says, you make it happen. Don't make me bring some SMASH into this, you won't like me when I SMASH .
Protector: Tulare 50 Inv/SS/EM-ph1x3r 47 Bots/Traps
VIP: VIC-29(Traps/AR) - Corinth(Grav/FF) -Wrecka(Claws/SR)
+1 for the big red ball
Here's hoping they figure it out.
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That was pretty much my reaction, too.
All the physics are client side only, and no information about them is passed from client to server -- so, it's strictly a visual on your machine. That means, there is no way for people to play volleyball, or kickball. We could put one in that only you, the player, would see, but I imagine that isn't what everyone would like.
Sorry, folks.
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At this point, you cannot stop the momentum with your sorry's and your high-falutin clientside physics jibber-jabber!
Seriously, though, I get it and accept it. You can make the ouchie feel better by making a couple of 'red ball' emotes: <ul type="square">[*]one using the snowball animation[*]one with the two-handed forward lunge (re: Power Blast) so we can fake a four-square match.[/list]Both must have that special red rubber ball sound. Must!
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That was pretty much my reaction, too.
All the physics are client side only, and no information about them is passed from client to server -- so, it's strictly a visual on your machine. That means, there is no way for people to play volleyball, or kickball. We could put one in that only you, the player, would see, but I imagine that isn't what everyone would like.
Sorry, folks.
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At this point, you cannot stop the momentum with your sorry's and your high-falutin clientside physics jibber-jabber!
Seriously, though, I get it and accept it. You can make the ouchie feel better by making a couple of 'red ball' emotes: <ul type="square">[*]one using the snowball animation[*]one with the two-handed forward lunge (re: Power Blast) so we can fake a four-square match.[/list]Both must have that special red rubber ball sound. Must!
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Clintonian, I love you.
*Pushes aside Manticore and curls up near Clint*
I still believe that in the not too distant future, they can come up with something that reacts to us shooting at it, and it will be a big red ball.
:ever the optimist:
<cue 6 Million Dollar Man theme>
dit dit dit dit dit dit dit dit dit dit dit dit dit
Guest-starring Lindsey Wagner for teh win!
(Even at 6 years old, I knew she was hot. \em blush - with Red Ball sfx, dammit!)
I think the GM idea is the best. Make it extremely vulnerable to knockback (i.e. a normal knockback would go 1.5x to 2x as far with the BRB). I'd think it might be able to interpret damage as knockaround, maybe. Perhaps some line of code with the damage that says something perhaps like (damage)/2=yds(knockaround), but very few of us know much about it.
I'm getting this feeling that this might eventually be implemented... I mean... Castle seems to like it, so perhaps he'll consider the GM idea. Perhaps he could have some underling guards with hover or fly and have knockaround vulnerability that would be balloons?
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All the physics are client side only, and no information about them is passed from client to server -- so, it's strictly a visual on your machine. That means, there is no way for people to play volleyball, or kickball. We could put one in that only you, the player, would see, but I imagine that isn't what everyone would like.
Sorry, folks.
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Wait a minute.
I've played Tennis with another Grav Controller using Force Bolts on Mobs.
So: Skuls = Red Ball
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Make it a "perma temp power" for completing a Taskforce or something odd like a mission from a crazy clown.
Then just something we see but can have fun with wherever we go
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perma temp power.... uh.. ok... but how do you have a permanant temporary power? wouldn't it be better as an accolade?
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You know what I mean
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That was pretty much my reaction, too.
All the physics are client side only, and no information about them is passed from client to server -- so, it's strictly a visual on your machine. That means, there is no way for people to play volleyball, or kickball. We could put one in that only you, the player, would see, but I imagine that isn't what everyone would like.
Sorry, folks.
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iLaff.
iLaffatyuwall.
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That was pretty much my reaction, too.
All the physics are client side only, and no information about them is passed from client to server -- so, it's strictly a visual on your machine. That means, there is no way for people to play volleyball, or kickball. We could put one in that only you, the player, would see, but I imagine that isn't what everyone would like.
Sorry, folks.
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*eyes well up* <;.;> *wahahaaaaaaaahaaaaaaaaaa*
Thanks for the info though; RIP BRB <;.;>
BRB = MOB - attacks - knockback resist + 100% dam resist
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BRB = MOB - attacks - knockback resist + 100% dam resist
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Which I like...
Sadly, only characters with Knockback/up attacks could actually play with it then. Also, you wouldn't be able to shove it around, which would make it more like Fooseball than Soccer.
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That would make sense (from a programmer's perspective, albeit one with no insight into the specific code here) to me. If I were given the task of implementing the BRB, I would:
1) Make it a mob. Give it no attacks, and a zero movement rate. I don't know if it'd be possible to code it to follow the ragdoll physics (i.e. roll down hills) if it ain't dead, but if it's possible, do that.
2) Make it spawn via the Giant Monster rules. I say this because GMs already seem to spawn, for the most part, on a one-per-zone basis... although I've seen reports of two Luscas in IP before. Possibly via the *triggered* GM rules (i.e. have something in-zone to trigger it, somewhat like Caleb is a triggered GM spawn).
3) Make it immune to hold/sleep/immob/confuse/fear/etc.. everything but Knock* effects.
4) Give it Hamidon-level HP and resists, but no regen or healing capabilities (as if it was affected by MoG's anti-healing effect). Yes, this means it'd be possible to pop the BRB if you play with it too roughly.
Kam
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I agree with this all but 4th (poping it). Make it like Ghost of ScrapYard that will despawn after time.
But as an example, if you have played mayhem missions you know how the people cant be killed. Give the ball the same "stats" as these people.
Make it as big as a tanker is, make it round, and make it red.
Drop its knockback protection to nothing.
The only "argument" would be that not every power has a knockback factor in it. Give a temp power that is only knockback, but then that can be used in combat.
I mean you cant make it where you can play soccer, but i think people just want to have a red ball to knock around in zone.
Like in Steel....you have 2 teams. 1 team defends the South warwall, the other defends the North warwall. See if you can knock the ball against the warwalls.
Simple game and more of a time killer.
I can see the physics being on the client side, but I'd think that has to more to do with debris, sparks from blasts, and cape flowing, etc.
PC, and NPC positioning are on the server side. So make it work under those rules, simulating physics rules.
For the direction the ball would take, keep it simple at first, dont let the ball fly, just let it roll.
Using vectors, where the position of the ball versus the position of the PC, to calculate its new direction. Example, if my /loc is [-1,-1,0], and the BRB is at [0,0,0], then it would go in the direction of [1,1,0].
Every BRB tick (say its every 0.25 second), all the vectors that have affected the ball (or the first five, really who's gonna notice?) are added up to determine its direction and speed.
Example, lets say the ball is at [0,0,0], I'm at [-1,-1,0], and a buddy is at [-1,1,0]. When I hit the ball, the directional vector is [1,1,0], and my buddy is [1,-1,0], so when you add those two directions up it will do [2,0,0], twice the distance.
The ball, of the NPC, will walk (just like other NPCs do) 2 units in that direction and stop.
The vectors might need to be converted into unit vectors (I think is the name), otherwise hitting from longer range will cause it to go farther. Something Unit Vectors wont.
The BRB's NPC's AI will work based on the vectors input it receives. And I'm pretty sure this kind of positional information is already used since we have so many knockback.
P.S. my math is rusty.
You have made me a very sad bureaucrat. I hope you never need to do your taxes, buy a car, or renew your license, or get a dump pass. Getting things accomplished is client side, and I'm afraid it's just not possible from my end.
Bureaucracy always wins!!!
I'm sad now, and more to the point Batman is sad <----
He llikes his Big Red Ball
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That was pretty much my reaction, too.
All the physics are client side only, and no information about them is passed from client to server -- so, it's strictly a visual on your machine. That means, there is no way for people to play volleyball, or kickball. We could put one in that only you, the player, would see, but I imagine that isn't what everyone would like.
Sorry, folks.
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What if you made it yellow?
how about a npc with exreeem knockback added to it with ragdoll physics with knock up and knock down added to it in the shape of a ball
"Never attempt to balance mechanics through Role Playing."
Castle