adi Posted July 25, 2009 Report Posted July 25, 2009 If reps effected lancs less than sharksand if reps effected lancs with turrets less than lancs w/o. idk if that is inertia or momentum or neither I think it would be cool
Sound Posted July 25, 2009 Report Posted July 25, 2009 If reps effected lancs less than sharksand if reps effected lancs with turrets less than lancs w/o. idk if that is inertia or momentum or neither I think it would be cool cool idea. like a weight thing. turret rush ftw STFU Anything Goes
Dr Brain Posted July 25, 2009 Report Posted July 25, 2009 It would be cool, but it can't be done with Continuum. Sorry. Freedom is the right to be wrong.
JoWie Posted July 25, 2009 Report Posted July 25, 2009 it can be done, but those ships would jump around on the screen
adi Posted July 25, 2009 Author Report Posted July 25, 2009 oh wellthanks for considering ps Jowie what is t-nation doing up in ssforum
🜲 Samapico Posted July 26, 2009 Report Posted July 26, 2009 When you repel someone, your client predicts his position using the repelspeed YOU have? Anyway, it would be weird because whether the person is coming towards you, or away from you, the speed he will be repelled at is the same... and most of the intertia comes from the speed, not from mass. http://upload.wikimedia.org/wikipedia/commons/thumb/8/88/Half-Life_Black_Mesa_logo.svg/120px-Half-Life_Black_Mesa_logo.svg.pngDCME co-developerSSCU 17th Parallel sysop
Dr Brain Posted July 26, 2009 Report Posted July 26, 2009 The people isn't the biggest problem, it's the weapons. At least you'll get updates on the people after a few hundred millseconds. The weapons would be terribly out of sync. Freedom is the right to be wrong.
★ Ceiu Posted July 27, 2009 Report Posted July 27, 2009 Not to mention rockets break the whole thing entirely as they'd be horribly unbalanced on a lanc at that point. D1st0rt> while(it.age < 13) { hit(it); } quit(it);
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