Forums » General
*** Vendetta 1.8.70
- Multi-player ships are now available. Pilots of Behemoth and Atlas
class ships (except the Behemoth XC) may now invite other players
join their vessels and help defend them via turrets. For the moment,
this is actuated through a series of "/gunner" commandline operations,
while we test this new functionality. Some ship variants may have more
turrets than others. All turrets are currently limited to "Neutron II"
blasters; customizable turret weapons will come in due course. This is
a first-generation bare-bones implementation, it's a little rough and
some bugs may still be present. Turrets are not yet visible on ship
hulls, etc.
- Multi-player ships are now available. Pilots of Behemoth and Atlas
class ships (except the Behemoth XC) may now invite other players
join their vessels and help defend them via turrets. For the moment,
this is actuated through a series of "/gunner" commandline operations,
while we test this new functionality. Some ship variants may have more
turrets than others. All turrets are currently limited to "Neutron II"
blasters; customizable turret weapons will come in due course. This is
a first-generation bare-bones implementation, it's a little rough and
some bugs may still be present. Turrets are not yet visible on ship
hulls, etc.
FAQ:
- You must all be docked in the same station to invite people to join your ship and for them to accept.
- Turreted ships are the same old Moths and Atlases, there are no new special variants.
- Turrets can not be damaged individually at present (they also aren't externally visible yet, as stated in the release notes).
- PKs and other kills by turrets are just as though the person in the turret were flying their own ship, no XP split.
- Turrets do not use ship powercell energy at present (this may change, temporarily inherited from capship turrets).
- Turrets are limited to Neutron IIs for now, and technically use a separate class of weapons, availability of which will be expanded in the future.
- The original Behemoth has 3 turrets, the other variants have 1, except for the XC which has no turrets. The Atlases all have 1.
- We can potentially move turret locations if people would prefer different positions on the ships (although it's a pain in the ass), but that is best discussed on Suggestions (feel free to link a thread from here).
- Gunners can abandon the ship and instantly reappear at their last station. They may see a ship buyback menu (cancel and re-select your old ship).
- Gunners may see their HUD during jumps, I forget if this was fixed yet.
- Killing a ship full of gunners does not yet give you N*turret+pilot PKs. But whenever it does, we will need to add a timer so that gunners can't immediately abandon turrets when things look bad.
- Turreted players can be grouped with the pilot, and can take group missions together. Turrets are not auto-grouped as of yet, as we weren't sure if that was a good idea or not.
- Turreted ship status does not currently display on the HUD in the "selected ship" display in any way. You can look at the sector list, though, and see all the players with no ship.
There were others, that I can't recall for now..
FYI, we released earlier in the week in the hopes of nailing down any bugs before the weekend. We won't wideband-announce the update until Fri night, when hopefully we're pretty sure things are solid. Thanks for the patience of everyone who was on tonight, and put up with a couple extra restarts, while we fixed some edge cases. This turret thing is not a small change, I would expect some amount of bugs that are beyond our internal testing to detect. Please have patience, this is just a first-generation release.
- You must all be docked in the same station to invite people to join your ship and for them to accept.
- Turreted ships are the same old Moths and Atlases, there are no new special variants.
- Turrets can not be damaged individually at present (they also aren't externally visible yet, as stated in the release notes).
- PKs and other kills by turrets are just as though the person in the turret were flying their own ship, no XP split.
- Turrets do not use ship powercell energy at present (this may change, temporarily inherited from capship turrets).
- Turrets are limited to Neutron IIs for now, and technically use a separate class of weapons, availability of which will be expanded in the future.
- The original Behemoth has 3 turrets, the other variants have 1, except for the XC which has no turrets. The Atlases all have 1.
- We can potentially move turret locations if people would prefer different positions on the ships (although it's a pain in the ass), but that is best discussed on Suggestions (feel free to link a thread from here).
- Gunners can abandon the ship and instantly reappear at their last station. They may see a ship buyback menu (cancel and re-select your old ship).
- Gunners may see their HUD during jumps, I forget if this was fixed yet.
- Killing a ship full of gunners does not yet give you N*turret+pilot PKs. But whenever it does, we will need to add a timer so that gunners can't immediately abandon turrets when things look bad.
- Turreted players can be grouped with the pilot, and can take group missions together. Turrets are not auto-grouped as of yet, as we weren't sure if that was a good idea or not.
- Turreted ship status does not currently display on the HUD in the "selected ship" display in any way. You can look at the sector list, though, and see all the players with no ship.
There were others, that I can't recall for now..
FYI, we released earlier in the week in the hopes of nailing down any bugs before the weekend. We won't wideband-announce the update until Fri night, when hopefully we're pretty sure things are solid. Thanks for the patience of everyone who was on tonight, and put up with a couple extra restarts, while we fixed some edge cases. This turret thing is not a small change, I would expect some amount of bugs that are beyond our internal testing to detect. Please have patience, this is just a first-generation release.
The sky is falling!
wow, time to re-subscribe...truly amazing work!
Awesome.
Exciting! I expect fully functional escape pods by the end of the month. ;)
So i did a quick test and it's not so great,
first when the ship turns the view jumps by a few degrees, instead of being smooth, kind of like low fps but my fps was normal
second atlas turns too fast either way, targetting anything with limited firing arc is pretty much lost cause (tho the view skipping like it did prolly made it even worse)
first when the ship turns the view jumps by a few degrees, instead of being smooth, kind of like low fps but my fps was normal
second atlas turns too fast either way, targetting anything with limited firing arc is pretty much lost cause (tho the view skipping like it did prolly made it even worse)
It should probably check if the gunner has high enough standing with the ships faction before being accepted.
My attempt at gunning for a uit loved player as a uit hated one looked like this:
[Fri May 8 14:59:28 2009] Mick has invited you to be their gunner. Type /gunner accept "Mick" to accept or /gunner decline "Mick" to decline.
Fri May 8 14:59:39 2009] You accepted Mick's gunner invitation.
[Fri May 8 14:59:43 2009] People in the room: spucks dead hamster
[Fri May 8 14:59:43 2009] You are now in Mick.
[Fri May 8 15:00:15 2009] Mick jumped to Sedina System, Sector A-8
[Fri May 8 15:00:22 2009] You're not allowed onto this ship.
[Fri May 8 15:00:22 2009] You are entering Sol II I-13
I got kicked out after the first jump.
My attempt at gunning for a uit loved player as a uit hated one looked like this:
[Fri May 8 14:59:28 2009] Mick has invited you to be their gunner. Type /gunner accept "Mick" to accept or /gunner decline "Mick" to decline.
Fri May 8 14:59:39 2009] You accepted Mick's gunner invitation.
[Fri May 8 14:59:43 2009] People in the room: spucks dead hamster
[Fri May 8 14:59:43 2009] You are now in Mick.
[Fri May 8 15:00:15 2009] Mick jumped to Sedina System, Sector A-8
[Fri May 8 15:00:22 2009] You're not allowed onto this ship.
[Fri May 8 15:00:22 2009] You are entering Sol II I-13
I got kicked out after the first jump.
ahahahahah you are now in mick. maybe that should be changed. actually no its too funny
well i did some testing with phaser earlier, went to system where i was likes he was kos and as expected we got shot at by the sf and we can dock but if he leaves he gets booted from the station. Died a few times and it all seemed to work nicely. Takes a slight bit of getting used to with the position of the turret and i guess its positioned not to fire forward but mainly behind to stop attackers. Ace update!
I'm so gonna open a taxi service now!
I'm so gonna open a taxi service now!
Earlier I was testing this. I was piloting a regular moth with a player at the turrets, and then hte devs took the server down to do update thingies. When I logged back in, I was still drifting in the moth but the other player in the turrets was back in the station he started in. Dunno if this is obvious, just saying :-)
I would assume if either of the players logged out then they would disconnect from each other.
I spent about 10 minutes as a gunner in an Atlas. One thing I noticed is the "Select Next Nearest Enemy" button would, likely as not select a ship on the other side of the Atlas from me, or at least out of the firing area for the Atlas turret. Could the target of the turret be constrained to select a target only in the shooting zone for the respective target?
Is there some button I have missed? Should the gunners be using "Select Next Target in Front"? This doesn't seem right as the next target in from of me could be an ally.
Also, a word to the MP vessel drivers. You can't use a roll technique as a way to avoid being hit. When you roll you are moving your turret as well and your gunner won't keep the targeted ship in view. While my driver was using the roll technique the VOverse was spinning around me like I was sitting on a top. In fact it seemed like this to me: while you're in your ship enter some text in the chat line (this robs you of any helm), turn off mouselook, use your joystick to strafe and roll in the same direction. If you try this in the middle of a hive skirmish you will see, as a driver, the difficulty your gunner will have if you use roll-left, or roll-right when driving a MP-vessel.
I suppose the MP-vessels will be a big hit for a brief while. But I am guessing they will become less and less used unless some problems are worked out. However, when I was 1-1-1 I thought Orun collectors were invincible. I am about to break three nines now and I laugh when I see any assaults or guardians approaching (unless they are in a mixed group, which still makes my sphincter go slack). The MP-vessels could be the same thing. I am at 1-1-1 as a gunner and I have a whole bunch of new skills to learn.
The very cool thing about the MP-vessels, in my view, is that they will force people to work as teams, if only for the moment, further developing a community.
Excellent work devs. Even with the stutters and snags of last night this is a great accomplishment for VO.
A couple of final questions, Does anyone know of another MMO that has multi-player vehicles? Just wondering if this is a first for VO. Who gets the mining XP if a turreted moth is used for mining in say, a bot infested area where the turrets are used for security? Is it evenly split, all rewards go to the skipper, everyone gets full rewards?
Is there some button I have missed? Should the gunners be using "Select Next Target in Front"? This doesn't seem right as the next target in from of me could be an ally.
Also, a word to the MP vessel drivers. You can't use a roll technique as a way to avoid being hit. When you roll you are moving your turret as well and your gunner won't keep the targeted ship in view. While my driver was using the roll technique the VOverse was spinning around me like I was sitting on a top. In fact it seemed like this to me: while you're in your ship enter some text in the chat line (this robs you of any helm), turn off mouselook, use your joystick to strafe and roll in the same direction. If you try this in the middle of a hive skirmish you will see, as a driver, the difficulty your gunner will have if you use roll-left, or roll-right when driving a MP-vessel.
I suppose the MP-vessels will be a big hit for a brief while. But I am guessing they will become less and less used unless some problems are worked out. However, when I was 1-1-1 I thought Orun collectors were invincible. I am about to break three nines now and I laugh when I see any assaults or guardians approaching (unless they are in a mixed group, which still makes my sphincter go slack). The MP-vessels could be the same thing. I am at 1-1-1 as a gunner and I have a whole bunch of new skills to learn.
The very cool thing about the MP-vessels, in my view, is that they will force people to work as teams, if only for the moment, further developing a community.
Excellent work devs. Even with the stutters and snags of last night this is a great accomplishment for VO.
A couple of final questions, Does anyone know of another MMO that has multi-player vehicles? Just wondering if this is a first for VO. Who gets the mining XP if a turreted moth is used for mining in say, a bot infested area where the turrets are used for security? Is it evenly split, all rewards go to the skipper, everyone gets full rewards?
Progress.
I might re-sub to check it out.
I might re-sub to check it out.
Who gets the mining XP if a turreted moth is used for mining in say, a bot infested area where the turrets are used for security? Is it evenly split, all rewards go to the skipper, everyone gets full rewards?
Seems pretty simple: the miner/driver gets the mining rewards, while his turret gunners get the combat rewards.
Seems pretty simple: the miner/driver gets the mining rewards, while his turret gunners get the combat rewards.
Another thing. As a gunner I sometimes got stuck at the loading screen when jumping.
Otherwise messing around with the turrets are serious fun.. even if they aren't all that effective. :P
Otherwise messing around with the turrets are serious fun.. even if they aren't all that effective. :P
Feedback and suggestions regarding multi-player ships:
http://www.vendetta-online.com/x/msgboard/3/21269#263127
http://www.vendetta-online.com/x/msgboard/3/21269#263127
Yeah i got that too spuck, but pressing enter and reselecting a turret works fine when the loading screen gets stuck.
Even when I'm NOT in the turret of a MP-vessel I get stuck at the loading screen after a jump for up to 30 seconds. I have found, along with Niki, hitting enter brings me into the new sector.
Awesomeness = Guildsoft.