thats whats great about this system, it is completely lag bulletproof you can even leave the zone and remain on your team although distension went as far as having permanent teams
gonna write down my ideas for when i finally get to sit down and make this in a month or 2 each player will have a weight each team will have multipliers player weights time played xp ships value - logarithmic -not used fgs won - maybe w:l ratio team multipliers flags dropped flags carried time with flag majority / total time bricks/fields/thors used in x time # summoner/evoker * seconds - maybe / team players each player will recieve rewards proportional to their time played time played * jackpot / round time each player will be set to a team and locked to it by a list by name they will also have a amount of time before reassignment is possible proportional to jackpot players maybe able to recieve a small reward for switching to losing team - maybe
cool 1) do u mind if i use these sometime in the future? 2) could you please see if you can export each ship model into a direct3d .x mesh file and post them too?
spidernl can move the ?attach event to the attach packet handler in game.c if he chooses however, the ss client will stop you from attaching without having full energy, and will never send it probably and those ships already come with a starter kit
does anyone know any good explanations of ingame physics? specifically regarding how wormholes or repels affect ships/bullets? so far ive only been able to find http://wiki.minegoboom.com/index.php/Physics regarding wormholes