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Thread View: alt.games.descent
6 messages
6 total messages Started by Robert M Johnson Wed, 01 Feb 1995 15:46
Re: PARALLAX: things descent *really* needs (Motion detection)
#526
Author: Robert M Johnson
Date: Wed, 01 Feb 1995 15:46
19 lines
1802 bytes
Having radar in this game would suck.......part of the fun is not
knowing where other people are and suddenly coming acroos someone
unexpectedly.........besides if radar only worked on people that were
moving you would know where everyone is because if they disappeared from
the radar it means they stopped moving and all you have to do is
memorize where they disappeared from.......they game is supposed to be
fun...not just see how many people you can kill.....an intelligent
player will use other clues to find people such as sounds and noticing
when items are gone from rooms because someone passed through
there.....leave the game the way it is for the most part....

On the other hand....sometimes when people quit, their ship doesn't
leave the game and the last movements keep repeating......you can still
hit the ship but it won't fire back.........some sort of glitch although
they can be used as decoys......


Rob Johnson
CMU
Motion detection in Descent (Was Re: PARALLAX: things descent *really*...)
#527
Author: pa... Peter A Fortman
Date: Wed, 01 Feb 1995 23:02
43 lines
2825 bytes
In article <4j=unLG00U...@andrew.cmu.edu> Robert M Johnson <rj...@andrew.cmu.edu> writes:
>Newsgroups: alt.games.descent,comp.sys.ibm.pc.games.action
>Date: Wed,  1 Feb 1995 10:46:31 -0500

>besides if radar only worked on people that were
>moving you would know where everyone is because if they disappeared from
>the radar it means they stopped moving and all you have to do is
>memorize where they disappeared from.......they game is supposed to be
>fun...not just see how many people you can kill.....an intelligent
>player will use other clues to find people such as sounds and noticing
>when items are gone from rooms because someone passed through
>there.....leave the game the way it is for the most part....

I agree with you.  But the motion detection wouldn't range the entire map.
Check out Marathon for the Mac.  It's motion detector extends for about 20
yards in each direction with no telling if it's above or behind you.  Plus
something has to move a little bit before the motion detector detects it.

Basically, have motion detection run for about 5-10 lengths of your ship.
Some playtesting would be needed.

Plus, it could be something you pick up.  Not realistic I guess, but neither
is having homing missles hanging around for no real reason.

Plus the motion detection could work only if the bot is moving over a certain
speed.
  If you could sneak up behind someone calmly cruising at a slow speed... :)

I've played Marathon and having a short range motion detection really adds to
the play of the game.  You don't really have a whole lot of time to manuver
when you see someone coming up from behind you in the scope.  It helps you to
figure out where you're being hit from (left, right, behind).
Basically it makes up for not being able to feel your ship being knocked to
one particular side.

Plus, you have no idea WHAT is coming up from behind, yellow, blue, green,
human ship....


--
Peter A. Fortman : pa...@po.cwru.edu : Grog the Caveman : KB8RDZ
Systems Eng. Major and Music Minor at Case Western Reserve Univ
          Non Ego Vecors Sum Sed Dumtaxat Male Sanus
Re: Motion detection in Descent (Was Re: PARALLAX: things descent *really*...)
#528
Author: Adam K. Rixey
Date: Thu, 02 Feb 1995 04:40
12 lines
1543 bytes
Ya know.....even though I'm somewhat against the idea of motion
detectors, I do think they could help if used properly.  In Aliens vs.
Predator for the Jaguar, finding the motion detector only made me MORE
paranoid in playing the game.

But one of the most fun possibilities of motion detectors is that they
could make flares more useful in a netgame if they maybe generated
blips on other people's screens......

-  Adam K. Rixey  - http://www.contrib.andrew.cmu.edu/usr/ar2w/home -
- ar...@andrew.cmu.edu - improved home page not available in France. -
-  "I don't think that the real violence has even started yet..."   -
Re: Motion detection in Descent (Was Re: PARALLAX: things descent *really*...)
#529
Author: ka... William Sperling
Date: Thu, 02 Feb 1995 20:26
22 lines
1587 bytes
In <AjA69O600...@andrew.cmu.edu> "Adam K. Rixey" <nya...@CMU.EDU> 
writes: 

>
>Ya know.....even though I'm somewhat against the idea of motion
>detectors, I do think they could help if used properly.  In Aliens vs.
>Predator for the Jaguar, finding the motion detector only made me MORE
>paranoid in playing the game.
>
>But one of the most fun possibilities of motion detectors is that they
>could make flares more useful in a netgame if they maybe generated
>blips on other people's screens......
>
>-  Adam K. Rixey  - http://www.contrib.andrew.cmu.edu/usr/ar2w/home -
>- ar...@andrew.cmu.edu - improved home page not available in France. -
>-  "I don't think that the real violence has even started yet..."   -
>

How bout a sensor in descent that only shows the location of the enemy 
when he makes noise.  i.e. fires, opens a door or smashes into a wall.

Adam
Re: Motion detection in Descent (Was Re: PARALLAX: things descent *really*...)
#530
Author: Mark Kukla - ELCEW95
Date: Thu, 02 Feb 1995 20:45
15 lines
1418 bytes
On 2 Feb 1995, William Sperling wrote:

> 
> How bout a sensor in descent that only shows the location of the enemy 
> when he makes noise.  i.e. fires, opens a door or smashes into a wall.

     Sorry to but in here, but even though I haven't played the game that 
much, it would help... kinda like the sensor on Operation BodyCount.

-----------------------------------------------
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Re: Motion detection in Descent (Was Re: PARALLAX: things descent *really*...)
#531
Author: joe... Ajaipal Tanwar
Date: Sun, 05 Feb 1995 00:31
20 lines
1773 bytes
In article <3grf55$p...@ixnews2.ix.netcom.com>,
William Sperling <ka...@ix.netcom.com> wrote:
>How bout a sensor in descent that only shows the location of the enemy 
>when he makes noise.  i.e. fires, opens a door or smashes into a wall.

Passive sonar would be cool. How about, whenever someone makes a noise,
a display could show the direction, loudness, and if asked what type
of noise it was (door opening, firing, banging). This would be better
than your actual ears because you can tell if a person is in front or
behind, or above, not just to the left or right. An active mode could be
available that indicates anyone who is within a certain distance in 
connecting tunnnels, but makes you noticable at a much farther distance.
The model for sound won't have to be too much more complex than it is now.

-Ajay

-- 
Hungry Dragon | Ajaipal Tanwar(joe...@ccwf.cc.utexas.edu)
-==(UDIC)==-  | University of Texas @ Austin
"With friends like these, who needs hallucinations?"
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