What makes TTR TTR?
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08-21-2005, 05:17 AM
Post: #28
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RE: RE: What makes TTR TTR?
//hugo//:: Wrote:To extend the objectives to another level, i dunno if this could be made, or if it has already been done, but here it goes: Lore, another game made with Torque, did exactly that. It\'s well within the range of technically doable, the question is if we\'d want to do it. As for vehicles, yes, there are some plans to have one or two available to players. The idea is that TTR is largely an infantry sim, so letting some guy just jump into a tank and start wreaking havoc doesn\'t fit in with that very well. The_Punisher Wrote:There is a solution for this that I\'ve been yelling for years. It\'s not map to map switching that I\'m worried about. It\'s the fact that we\'re simply not going to have a different map per number of players, or even for every additional 4 players, probably not for every additional 8 players either. While the community will no doubt eventually fill in the gaps, we\'re not going to be releasing TTR with 32 maps unless divine intervention or some serious delays are involved. So, I\'ll be doing some work on getting maps to properly scale from, say, 8 to 16 players so that the map is fun and playable and doesn\'t feel cumbersome in that range. This might mean cutting down on secondary objectives, adjusting weapon and player respawn times, and tweaking the number of static defensive positions. With enough script-foo tweaking, and some well designed maps, we could probably make do with about 10 maps to start. A nice number so it doesn\'t get too repetetive before more maps are released, but not so many that we have to delay. Keep in mind all the map numbers are for the main release of TTR:Torque. While I wouldn\'t put any big money on it, a playable version might be released shortly after IGC. And by shortly, I mean that if we have a playable at IGC, we aren\'t going to let everyone who went to IGC play it but not the community members who have been waiting patiently for almost a year to see TTR:Torque. |
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