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Recent content by Loof

  1. Interview Oblivion tit for tat at GameCloud

    Did you guys even stop to think about why what MSFD said would be true? Lets say that you wanted to use that nifty stop animation go to dodge animation resume normal animation system. That would mean that at ANY point in ANY animation you have to be able to start a dodge animation. Now problems...
  2. Interview Jagged Alliance 3D Q&A at CRPG.ru

    Just to shoot of an idea that struck me while reading this thread (not sure if its a good idea or a bad idea). What about a RTwP system where the player couldnt paus the game, instead the game pauses itself based on the stats of the characters, soldiers or whatever you want to call them...
  3. Game News AIAS hands out 2004 awards

    If I'm not misinformed that isn't realy the games fault, ATI has bad preformance on al OpenGL games, don't know if its a driver issue or a hardware issue though...
  4. TB Systems of combat

    I think Im failing horribly at expressing myself here... I was aware of just about everything you just told me. I think that the problem is simply that i missunderstood your original sugestion, as it now sounds like what you had in mind is what i was after all along. I was never trying to turn...
  5. TB Systems of combat

    In that case I must have missunderstood Hajo, I thought his idea only had one queue and all actions no matter who wanted to execute them would be placed in the same queue. In such a system I can't see how two different combatants could be acting at the same time, and hence I can't see how it...
  6. TB Systems of combat

    Yeah I understand the problems that this could cause (although i have never tryed to implement anything like my sugestion). I just figured sisnce we where already dreaming about the optimal solutions why not go all the way. So what I was realy after was your input on the extension of the idea...
  7. TB Systems of combat

    Im not sure I understand exactly what you have now, bit wouldn't it be cooler with a threaded system so that you one action queue for each combatant. That way you could realy go from true TB to true RT, and also use induvidual executions times for actions to let the player go for speed or...
  8. TB Systems of combat

    Hmm well i think the root of it comes from PnP and not computer games so it's part gut feeling and part reasoning. But i will try to explain. That precentages are very easy to understand I agree with, my problem with them isn't that they are confusing. It instead has to do with that its...
  9. TB Systems of combat

    In general I thinkIi would avoid having different mechanics for different types of tasks as far as I could and instead try and use a core formula and vary the probablilitys of success by useing different stats and different targetnumbers. I don't realy like precentage based systems because I...
  10. TB Systems of combat

    Hmm look my type of discusion, should be good enough for a first post after all the lurking... First about the comment that gun mechanics would limit fireing speed (post from teh beginning of the thread). This is in my opinion definetly not true, for instance the fastest gunsmanIi have heard...

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