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Development Update 7-26-11

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Development Update 7-26-11   Empty Development Update 7-26-11

Post  edwin75 Tue Jul 26, 2011 6:08 pm

Code:
Written by MOTORMOUTH   
Tuesday, 26 July 2011 15:06 
1.34 is chugging along. The biggest hurdle that needs to be overcome is the changes and updates to host that are absolutely critical to so much that is included in the next update. While that work continues, we'd like to let you know about other work that is underway and the plan for future features and improvements specifically for the campaign game.

DEATH OF SPAWN DELAY
Over the past two years, several host updates have provided us with the means to get rid of spawn delay in favor of a series of features focused on making it easier to play the underpopulated side. The theory is to make underpop so sexy and easy to play there is no underpop. Expect that we'll start out with all the knobs cranked to 11 at first, then adjust as needed based on how it plays out in the live campaign. Here is what we're working on:

•Remove spawn delay timer unless imbalance gets redonkulous
•Capture (and other) timers for underpopulated side are decreased
•AI rebuild for underpopulated side rebuilds faster
•AI for overpopulated side is disabled at high imbalance
•Underpopulated side receives extra supply of desired units when they are out of supply
This is slated for 1.34 if we can do it. And we're pushing hard to get it included.

ANTI-TANK INFANTRY
The addition of the American and German shoulder mounted weapons has kick started our plan to create an anti-tank infantry class and begin transitioning the sapper into a true engineer. Modeling work has begun on the PIAT and the following changes will be made to the current set up:

•Sapper will cease being an AT infantry and be a "blow stuff up/build/repair stuff" guy, essentially an engineer. New tasks requiring his ability will be created post v1.34, right now he just blows/repairs bridges and FB's, blows buildings and blows/rebuilds AI. His satchel charges will become high explosive only, no HEAT armor penetration capability. High explosive might damage a tank and it might not, results will vary. In the future new PPO's and other player buildable/destroyable features will fall to the engineer to perform. More detail on this as development gets to them.
•In tiers 0 and tier 1, the ATR infantry will carry 2 HEAT satchels initially. When the new HEAT rifle grenades are done, ATR infantry will revert to carrying only 1 HEAT satchel.
•In tiers 3 and 4, the ATR infantry will be replaced by RPAT infantry carrying either a bazooka, a panzerschreck or a PIAT. These infantry will have a pistol but no rifle.
•British Rifle Grenadiers will have their HEAT grenade replaced with a HE frag grenade, while we work on a HEAT rifle grenade for the Germans and the French. When that work is completed, all rifle grenadiers in all countries will be able to choose which type of ammo they want to use, either HE or HEAT.
Some of this will be in 1.34 and some will come later.

NEW PPOS
Expanding on the FRU, GE and IFP, we're working on a new set of PPOs. We have several that we could add now (tank traps) and could leverage new technology from the scenarios (mine fields). We've also discussed the addition of Naval PPOs. We're looking for your ideas, post a brief description in the comments section.

DAISY CHAIN FRUS
Continued experimentation and discussion have led to proposed changes to how FRU's work. A future update will introduce the ability to "Daisy Chain" FRU's.

From your origin (MSP, FB, Depot, AB etc) you can drop a FRU  X meters away. This will become FRU Way Point #1. From WP1, you can advance to another location X meters away from WP1 and drop another FRU, which becomes WP2. WP1 then physically vanishes, but remains in the host memory. You carry on, dropping further additional way points, each previous WP vanishing when the new one pops up. When any FRU in the chain is killed, it and all it's child WP that were dropped AFTER it vanish, but it's parent WP instantly comes back up meaning you don't have to start from your origin (unless the first WP is destroyed).

BATTLES TAB
This is simply a redo of the UI that shows a fast action screen. The intent is to vastly improve the newbie experience and also allows seasoned players to find action faster. We'll be fleshing it out over the next while. Gophur will expand on this feature in another update later this week.

This will be added in a future update.

---

Most of these new features and changes were made possible by the development work that was done for the new Rapid Assault scenarios. We're thrilled that it has allowed us to expand the campaign game so soon and affords us so many new opportunities for improving the game.

Please leave your comments and feedback below.

S!


link

I know same as on our FB forum.

Looks good, hope it will be fun when it is ingame too Smile
No more SD and no more timers on the FRUs.

edwin75

Posts : 42
Join date : 2009-04-18

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Post  Niteeye Wed Jul 27, 2011 12:28 pm

We got any time scale on 1.34 .

Niteeye

Posts : 17
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Location : United Kingdom

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Post  edwin75 Wed Jul 27, 2011 5:59 pm

can't remember i saw a date, so no clue Sad

When you start RA you can play on your own map, would be fun to have squadnight on a map, or to challenge some other squads during intermissions instead of the softcaps Smile

edwin75

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Post  casey176 Sun Jul 31, 2011 12:12 pm

LOL That would be cool to see happen
casey176
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