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Zero Gravity Mech Demostration

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Zero Gravity Mech Demostration

Post by InfinitasImpetum on Wed Jan 13, 2016 2:59 pm

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Re: Zero Gravity Mech Demostration

Post by Endymion on Wed Jan 13, 2016 5:03 pm

I've seen this before. It is a good mod and can be used for some cool missions. Very Happy

But I must examine it from both aspect. As I said it is super for singleplayer scripted missions, but for multiplayer it is an another question. The zero gravity was present in Bootfighter before the initial 1.000 release. It make the game inbalanced toward the high-speed units. Since they can efectively fight during movement a game where everything always move is makes them a way more powerful. Basically an ever-moving weapon arsenals.

But I would love to see this mod in a mission mode for the new game. Smile

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Re: Zero Gravity Mech Demostration

Post by Exzaith on Wed Jan 13, 2016 6:05 pm

ehhhh it really looks great!! Groovy Groovy Groovy gravity was always one of the most important aspects that I wanted to change the ukwxp
so It looks great in sv

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Re: Zero Gravity Mech Demostration

Post by Endymion on Wed Jan 13, 2016 7:14 pm

The next thing should be a script for making story missions. I don't mean anything serious: portraits with some dialogs, new mechs spawns in-battle instead of respawn. And some special boss of course. Smile

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Re: Zero Gravity Mech Demostration

Post by InfinitasImpetum on Thu Jan 14, 2016 5:28 pm

well, i did more than alter the gravity.  i had to do infinite boost and modify the boost to continue after animation end. i think i also modified controls so you can move down when pressing guard and going forward while boosting.
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Re: Zero Gravity Mech Demostration

Post by Endymion on Thu Jan 14, 2016 6:09 pm

That is what I said in the second post. It would break the multiplayer balance because it give more power to the hit-and-run mechs, but it wouldn't be problem for singleplayer. I look forward to it.

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