Tank Universal: beta demo (again)

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>Heh, guess I can hardly stand in the way of such strong
>public opinion - the RMB control is a goner.

I am starting to miss it already:)

>Tactics - I'd like to think that'll be varied - some
>levels will be wide open plains, others will be complex
>mazes. But I'm perturbed that you hardly use the gun
>elevation to make long shots. I do want the player to
>engage in long distance firefights - I implemented blast
>damage as an incentive to 'soften up' distant targets.

About tactics... I was watching a show on discovery channel, about a german tank commander during WW2 named Michael Wittmann. Incidently he was the most victorious german tank commander during the war, and completely reinvented tank tactics... Maybe something to look into if you want to refine the AI, or later decide to let the turret rotate with the base(Although more realistic, I wouldn't recommend that, but if you are considering it, then please make it optional in the next beta... I'll playtest for a full weekend and let you know what I think:)

>Rotation of turret not being reset - agreed, this is a bug
>to fix

The dampening of turret and gun movement adds realism, but it is difficult to get the precise rotation and elevation that I want, so I usually end up lifting the gun, then lowering it, then lifting it and lowering it(etc. etc. etc.) until I get the elevation that I want(When shooting at the sentries)...

>The best tactic is to collect the key and activate your
>hub as soon as possible, and then boost engines and get
>down on the plain and (boost gun energy) lob shells at the
>enemy as they emerge from their fortress. You can pretty
>much wipe them out.

I wasn't even aware that I could boost gun and engines... To what purpose I am wondering?

>Laser tanks - they do have a longer reload time than
>normal tanks. My best advice is boost speed, weave and get
>to higher ground/cover. But not stopping would be a
>start ;-)

Damn those lasertanks... They ALWAYS get me... It seems that you made them 10000 times stronger than the other AI opponents just to bug us!

>I'm planning for upgrades that do give faster
>speed/greater yaw etc, but gun pitch will still be
>limited.

How about a 'targeting computer upgrade', that enables you to do simple long range targetting.

>Yaw the gun with the tankbase. I could offer it as an
>option. I'd like the player to get used to an independant
>turret/tankbase and to not use the tankbase as an aiming
>tool though.

I vote for it being optional...

>3rd person. Now on this I'm standing firm. There will be
>no 3rd person. Reason being that it breaks immersiveness
>and I want everything to happen through the perspective of
>the main character...

I agree! Plus it gives you all of those interesting 'camera through wall and part of decoration completely obscuring my view' problem.

Andy