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PostPosted: Thu Oct 05, 2006 4:08 pm 
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DerMann wrote:
Wtf is up with that panzerschrek blast shield?
I was wondering about that too.

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PostPosted: Thu Oct 05, 2006 4:27 pm 
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DerMann wrote:
Yeah, you can switch between ammo types on a certain gun, but not from your MP5 to your Beretta.


I can't switch fmj .45 from a 1911 to a Thompson when I'm out?


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PostPosted: Thu Oct 05, 2006 4:59 pm 
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|_}UM{--}G{_|FeAR wrote:
I'de also really appreciate it if the textures looked as sharp as these... :D

..? :o


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PostPosted: Thu Oct 05, 2006 5:36 pm 
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D_LaMz wrote:
DerMann wrote:
Yeah, you can switch between ammo types on a certain gun, but not from your MP5 to your Beretta.


I can't switch fmj .45 from a 1911 to a Thompson when I'm out?

We don't plan on allowing you to reload individual magazines at the moment, or otherwise move individual rounds from one magazine to another.

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PostPosted: Thu Oct 05, 2006 8:37 pm 
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What about on lower levels of realism? Will you have a "resevour" of .45 FMJ and a resevour of .45 JHP?

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PostPosted: Thu Oct 05, 2006 8:53 pm 
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DerMann wrote:
What about on lower levels of realism? Will you have a "resevour" of .45 FMJ and a resevour of .45 JHP?



Like in the original Half Life?, where you could waste all your smg ammo through the pisol?


I suppose that would work. But what if you have say a Thompson, and you drop that and grab a UMP. Would the ammo carry over, or "stay with the gun"?

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PostPosted: Fri Oct 06, 2006 11:26 am 
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DerMann wrote:
What about on lower levels of realism? Will you have a "resevour" of .45 FMJ and a resevour of .45 JHP?

On lower levels of realism, yes.

Spiffinz wrote:
Like in the original Half Life?, where you could waste all your smg ammo through the pisol?

I suppose that would work. But what if you have say a Thompson, and you drop that and grab a UMP. Would the ammo carry over, or "stay with the gun"?

For balancing issues we might make the reservoirs weapon specific, to make it behave more like discreet magazines even though the ammo itself is always reloaded from a reservoir into a full magazine.

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PostPosted: Sat Oct 14, 2006 1:00 pm 
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I'm not sure i like that idea. For example.. what if i opt to take an M4A1, (customised ect) into battle when all the Friendly AI's are useing M16's or other rifles with compatable magazines? If the ammo is weapon specific it would mean that i'd have to drop my weapon even though the ammo and magazine is correct. bleh no good.


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PostPosted: Sat Oct 14, 2006 4:24 pm 
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Good point DEF, perhaps if the magazines are compatible, then you can use them in different guns.

That would limit the amount of times the feature could come into play then though...

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PostPosted: Mon Oct 16, 2006 11:04 am 
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DEFkon wrote:
I'm not sure i like that idea. For example.. what if i opt to take an M4A1, (customised ect) into battle when all the Friendly AI's are useing M16's or other rifles with compatable magazines? If the ammo is weapon specific it would mean that i'd have to drop my weapon even though the ammo and magazine is correct. bleh no good.


In that particular case they would be compatible none-the-less. We want to make it such that all compatible magazines end up also being compatible in Alliance, though I'm sure we'll miss some of the weirder cases at first.

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PostPosted: Mon Jan 15, 2007 3:27 pm 
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Hi, i've got some words about the Alliance (as I seen it )
I'm not a soldier, or a hardcore square gamer, but I have knowledge about realistic FPS games, and I wrote these ideas to aid you in the making of such a promising game!

About the videos:

-As i saw on one video, the guy didn't breath. So he holded that FAL in ironsight as the rock, and maybe forever... What about making breathing, and ironsight stamina as a realism option? (btw ironsights are way too dark)

-As i saw on the same video, on the lower right of the corner there was a clip, what shows the remaining bullets. A soldier who's so talented that he/she can count the bullets while surviving an action? :) But making an indicator, what shows the weight of the clip/gun would be more realistic (3 or 5 different stances of weights, empty, light, medium, heavy) [yeah that's 4:D] Another realism option

-There's no weapon bobbing. The soldier carries that poor gun as a rambo guy :) Adding a little movement would improve the realistic feeling of the game


These were the comments about videos... Let's suggest something :)

-Dynamic Environment; Such as open/close doors, falling, breaking objects, maybe some building destruction, any others you can imagine

-Full control of weapons; The player can use them as a melee weapon, adjusting scopes, LAM, deploying with bipods, CAMO netting for them, etc. etc.

-Combined weight,pocket, and slot based inventory system; i think you know what is it :D

-Full scale of weapon modding,weapons built from different components like different scopes, LAMs, taclights, foregrip, camo kits (MARPAT or what is it o_O ) and others (Or making the code to be easily moddable, so the modders can make it)

-Real shock, hit, and health simulation; no health bar, but there's injuring, bandaging, making new roles in the team (medic), and making the game a bit more realistic. I think you have a complex system about damage modelliing ingame

-Wide variety of equipment; Players can use knives, camo kits, goggles, lights, dummies, traps, and etc.

-Making life more valuable (realism option); I haven't got any fix idea -->maybe some restrictions about highly special equipment

-Emplaced weapons; mainly in single player

-Weapon variants (maybe in an expansion pack? )

-Realistic simulation of penetration, based on firepower, ballistics, caliber, etc. Also making ricochets

-Extremely loud weapons, so they really can't hear if you sneak behind them while they are firing their M249 (realism option)

-Adding "effectiveness variable" it depends on the wounded status, and the environment (current weather, ...) : It would modify the movement, weapon handling and stamina... I think in a cold snow you can't run and shoot as you do in a suburban area in spring

-Camouflage items for players (clothing, kits, etc.)

-Maybe adding modular player models (unnecessary, but it worth some words :D)



Development

-Wide range of BETA TESTERS, maybe making an open beta... Games like Alliance usually get down by a lot of bugs and inoptimization

I think that's all, I hope you'll read it all (needs much patience)
I hope that the moderators will read it and answer what do they think about them... thx


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PostPosted: Mon Jan 15, 2007 4:05 pm 
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The video is a very early pre-pre-pre-alpha and it's magazine not clip. :P

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PostPosted: Mon Jan 15, 2007 4:46 pm 
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aero beat me to it but...I still must post this :D

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PostPosted: Mon Jan 15, 2007 4:57 pm 
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Bigdaddy wrote:
aero beat me to it but...I still must post this :D

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I was going to post that but I was too lazy to host it.

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PostPosted: Mon Jan 15, 2007 8:51 pm 
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a few things,

1: scopes are never attatched in combat as they take umpteen hours to precision sight in (anayone here own some rifles and want to comment on that??)

2: i heard of 9 shot magazines for the colt .45 1911 that they used in nam.

3: soldiers arent looking for sexy looking gun parts, functionality and RELIABILITY are thier best friends, if they were in human phyisical form, you could call them a soldiers wife. so all those REALLY unreliable magazines, really wouldent be used, as there is no jamming. however when it comes to a 100 round or 50 round tommy mags, i wouldent discredit those, as the 20s and 30s gangsters loved them, specially the 50, mainly because you were hosing unarmed people, or there were multiples of you, so if your gun jammed you dident care, your buddies could fininsh the rest of them.

4: the only thing that you should be able to take on and off in combat would be the silencer, scopes and sighting systems you really wouldent wana be tinkering with in combat.

5:on a slight side note im going to have to open up another topic!

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PostPosted: Tue Jan 16, 2007 11:48 am 
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clips doesn't equals magazines, okay i got that :D
btw what do you think about my ideas?


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PostPosted: Tue Jan 16, 2007 10:07 pm 
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Am I right in aqssuming that each weapon can take 1-3 attachments?

Let's see...
-Front (silencer)
-Top (optics)
-Under (grenade launcher/flashlight)

Do we have to use upevery hardpoint on the gun and if we don't will it give us in increase in speed? How about not using up al our weapon slots?

How many hand grenades can we carry? Will there be a set number (that we are free to allocate how we see fit) or will it be like "3 frags max, 3 smokes max, and 3 flash bangs max?" How about under barrel grenades? Will they just coutn as magazines in the inventory.

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PostPosted: Tue Jan 16, 2007 11:11 pm 
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well im not sure bout this, but give me one good reason to be able to detach a underbarrel grenade launcher in combat? the same goes for optics , especially a scope, noone would ever take a scope off a weapon in combat unless it was broken.

if you take a scope off, and put it right back on again, its not going to be accurate, an will require time to properly sight it in, = really stupid move in combat.

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PostPosted: Tue Jan 16, 2007 11:56 pm 
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I don't believe weapon modifiers will be detachable during combat (except for the silencers of some firearms).

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PostPosted: Wed Jan 17, 2007 12:23 am 
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Colt .45 Killer wrote:
a few things,

1: scopes are never attatched in combat as they take umpteen hours to precision sight in (anayone here own some rifles and want to comment on that??)


It's not that bad, just get a good rock solid mount and you are good to go, but yea, dropping them and bumping the rifles a lot will set zero off.


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