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Article #190682

Re: another annoying thing in UT

#190682
From: Folk
Date: Mon, 20 Aug 2007 17:33
59 lines
3891 bytes
On Sun, 19 Aug 2007 14:01:04 -0700, "goPostal"
<agutgopostal@hotmail.com> wrote:

>
>"Folk" <Folk@folk.com> wrote in message 
>news:bq1hc3lvgrkvrtm7hbuc0ug0cdp0hhbb89@4ax.com...
>> On Fri, 17 Aug 2007 10:40:23 +0100, Huh <10@0.0.10> wrote:
>>
>>>On 16 Aug 2007 11:44:02 -0500, Folk <Folk@folk.com> wrote:
>>>
>>>>There are going to be no less than *** 18 *** freaking vehicles in
>>>>UT3,
>>>
>>>Thrilling. More choice for idiots.
>>
>> At least with hoverboards, when the idiots and noobs steal all the
>> good vehicles, there will still be a way to get where you're going.
>> And if you're quick, you can grapple onto them as they speed away.
>> Assuming that they're going somewhere that you would want to follow,
>> that is.  ;-)
>>
>> I'm looking forward to hoverboards.  With ONS, I find myself suiciding
>> a *lot* because I'm out-of-place on the map and suiciding is the best
>> way to get somewhere useful.  But if you've got full health, shield
>> and some decent weapons, it's a bitch to suicide and lose all that.
>> The hoverboard solves that to some degree, but that fact that you're
>> completely vulnerable (can't shoot anyone while you're on a hoverboard
>> and one tiny shot or fragment from any weapon sends you tumbling off)
>> presents additional problems.
>>
>> As for the 18 vehicles... if I understand it correctly, matches can be
>> set up so that it's Axon on Axon or Necris on Necris, so the vehicle
>> count will be halved.  And all vehicles will not be represented on
>> every map.  They will be included as map characteristics dictate, just
>> as you see few ONS maps that have the Leviathan, for instance.
>
>There is a nice article in the new PCGamer mag coming out. It's not on 
>shelves yet but a customer of mine gets early copies. I scanned the couple 
>of pages and it talked a lot about "warfare" and how it was going to work. 
>Each side starts with a home base and there are "nodes" you have to connect. 
>The farther you get away from home the longer reinforcements take to get 
>there. Also there was something about an "orb carrier". One person on each 
>side carries an orb that facilitates much quicker node building but is shown 
>openly to the other team by a beacon so they cannot hide and are easily 
>found.
>Also there are options to choose classes at the start of a warfare match. 
>"Defenders" will have arrows pointing them to where to defend (AI deciding 
>that? IDK.) Attackers will have arrows showing which way to the next node. 
>There was more but I didn't have time to scan the article, just read it 
>quickly.
>I guess this PCG guy was the first press to be able to play and he was quite 
>impressed. The accompanying in-game screenies were really sweet too. 

I was lucky enough to read that article as well.  The nodes stuff is
just a carry-over from ONS.  The orb is new and sounds like it might
help with the end-of-game stalemates often seen in ONS.  		

The "defenders" and "attackers" stuff has more to do with the single
player campaign than with online multiplayer.
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From: Folk <Folk@folk.com>
Newsgroups: alt.games.unreal.tournament
Subject: Re: another annoying thing in UT
Date: 20 Aug 2007 12:33:02 -0500
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