Author Topic: Prerelease 1.999H (Ship Acceleration/Deceleration When Moving)  (Read 5207 times)

Offline Echo35

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Re: Prerelease 1.999H (Ship Acceleration/Deceleration When Moving)
« Reply #15 on: September 27, 2009, 04:41:27 pm »
EDIT: I just opened up altplanetnames.txt and all it has in it is "Murdoch". Made me chuckle.

There is no ocean, Mr Murdoch. There is nothing beyond the city. The only place home exists... is in your head.

Offline liq3

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Re: Prerelease 1.999H (Ship Acceleration/Deceleration When Moving)
« Reply #16 on: September 27, 2009, 06:21:53 pm »
Could someone please explain what Murdoch means? D:

Offline Kjara

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Re: Prerelease 1.999H (Ship Acceleration/Deceleration When Moving)
« Reply #17 on: September 27, 2009, 08:10:34 pm »
My guess is a dark city reference.

Offline liq3

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Re: Prerelease 1.999H (Ship Acceleration/Deceleration When Moving)
« Reply #18 on: September 27, 2009, 09:06:10 pm »
My guess is a dark city reference.
and what's that? >.<

Offline Revenantus

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Re: Prerelease 1.999H (Ship Acceleration/Deceleration When Moving)
« Reply #19 on: September 27, 2009, 09:07:52 pm »
http://www.imdb.com/title/tt0118929/ - Not a half bad movie.

Offline Echo35

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Re: Prerelease 1.999H (Ship Acceleration/Deceleration When Moving)
« Reply #20 on: September 28, 2009, 12:10:04 am »
My guess is a dark city reference.

A winner is you!

I actually just watched it again a few days ago. I'll be looking for planet Murdoch now when I play AI War >.< My guess is that it's an ocean world with one city?

Offline Fiskbit

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Re: Prerelease 1.999H (Ship Acceleration/Deceleration When Moving)
« Reply #21 on: September 28, 2009, 05:19:20 am »
darke's comments about wormhole traversal make me think that ships should not speed up or slow down when entering/exiting wormholes. Wormholes should be requiring speed to move through, anyway, so it doesn't make thematic sense for them to stop, and having them continue going at top speed prevents balance issues around this very important, often heavily-guarded transport structure.
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Offline x4000

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Re: Prerelease 1.999H (Ship Acceleration/Deceleration When Moving)
« Reply #22 on: September 28, 2009, 10:19:21 am »
I suspect it will improve the demo experience, which is an important thing.

And the videos should look a tad nicer with this, too.  That's my sole reason for making this change -- the game has to attract new players, too!
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Offline x4000

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Re: Prerelease 1.999H (Ship Acceleration/Deceleration When Moving)
« Reply #23 on: September 29, 2009, 10:51:45 am »
Murdoch was randomly chosen by myself, actually (just popped into my head).  Never have seen the Dark City, but it sounds interesting. :)

Regarding the acceleration thing, here are notes from 1.999I, upcoming:

-Warheads, Vampire Claws, and Vorticular Cutlasses no longer decelerate when reaching their targets, though they do still have to accelerate up to their maximum speed.

-The following ships now have 2X acceleration rate: Fighters, Bombers, Bulletproof, MicroFighter, Engineer I, Laser Gatling.

-The following ships now have 3X acceleration rate: Raiders, Vampires, Raptors, Scouts (except Mark IV), Space Tug, Electric Shuttle, Cutlass, EyeBot, Autocannon, Space Plane, EtherJet.
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Offline x4000

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