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Moderator: Do_Checkor
I totally disagree. If you're going to make something default, make it the Descent behavior.HeXetic wrote:First of all, when I say Into Cerberon will update the anti-double-chording code to prevent triple-chording as well, I mean that it will do so by default.
I'm not going to bother looking.I challenge you to find an official reference to triple-chording anywhere in an official Descent document (manual, README, D3 tutorial, PTMC briefing) that most or all players would have seen.
Skiing was an "unplanned feature" in Tribes1.HeXetic wrote:Secondly, I have to point out the very clear difference between tri-chording and "skating" in Tribes. Only one of them can realistically be called a 'feature'. Skating was part of the Tribes documentation and if I'm not mistaken it was even featured in the movement tutorial for that game.
Furthermore, tri-chording is prominently mentioned in the Official strategy guide, with extensive instructions. I am not at home right now, but I can almost guarantee that mention is made of chording in the retail manual as well. You can look for yourself, there's a tips and tricks section in the rear of the retail manual that I believe mentions it several times.HeXetic wrote:On the other hand, I challenge you to find an official reference to triple-chording anywhere in an official Descent document (manual, README, D3 tutorial, PTMC briefing) that most or all players would have seen.
Yes, in the warped physics of the Quake game-world... It makes a certain bizarre sense. Oh...weren't we talking about how bizarre it is? How 'bout that. Guess we agree after all.HeXetic wrote:Even the comparison to rocket-jumping isn't quite correct in my view. Rocket-jumping is putting two and two together: you can jump 'up', and rockets push you away from where they explode. So, gee, jumping up and firing a rocket at the ground should blast you into the air! And since rockets don't blow off your fingers, arms, or head when they explode near you (at least not in old-school FPS games), why would they blow off your feet when you shoot one yourself? It makes a certain amount of sense in the warped physics of the Quake game-world.
Antigravity. A simple word that justifies Bi-chording. It would probably only take a few more to justify Tri-chording, but it should not even be necessary. TRI-CHORDING is part of Descent, one of the defining features of the Descent experience.HeXetic wrote:On the other hand, think about tri-chording in the game-world of Descent. The ship has these two huge thrusters at the back of it and no clear way for it to propel itself side-to-side or up-and-down - the likely explanations being either little "mini-thrusters" hidden on the ship or thrust vectoring on the part of the main engines (which just begs the question of how you can reverse, but whatever). It seems likely, therefore, that the fastest way to get from point 'A' to point 'B' would be to point your ship directly at 'B' and let those big rocket engines do their work. Tilting to the side and sliding along at an odd angle in order to go faster just doesn't make sense if you believe the fiction of the Descent universe, and that's why iceheart and I think it shouldn't be the case in Into Cerberon.
At the Manual of my Descent Copy (european version), it says (page 46):HeXetic wrote: I challenge you to find an official reference to triple-chording anywhere in an official Descent document (manual, README, D3 tutorial, PTMC briefing) that most or all players would have seen.
If that isn't describing tri-chording, I'll eat my hat.D3 Manual, pages 43-44 wrote:Movement/Dodging tactics compliments of 'Solidair'
Triple-Chord
Move in three directions at once. Slide to the side, turbo forward, point your ship up and push your hat down. You travel at a 15 degree angle with your nose up. You can get some good speed and dodge homers more effectively using this technique. It takes practice and can be rough on your hands but worth the effort. How does it work? Think of the thrusters from the turbo, thrusters from the slide to the side and thrusters from the slide down working together to move you forward.
D3's robots follow this behavior--I've seen the bichord and trichord to get away from you.D3 Manual, page 44 wrote:"Try to practice quiet flying, tri-chord around as much as you can. Turbo if you must, but stay as quiet as can be. TRY NOT TO HIT ANYTHING!!! If you hit the walls and other things in a game its like giving a radar screen to you opponent with your blip on it.
Granted, SA isn't part of the actual D3 dev team, but the fact is, they published the manual and they had no problem putting this in it.Movement/Dodging tactics compliments of â??Solidairâ??
Triple-Chord
Move in three directions at once. Slide to the side, turbo forward, point your ship up and push your hat down. You travel at a 15 degree angle with your nose up. You can get some good speed and dodge homers more effectively using this technique. It takes practice and can be rough on your hands but worth the effort. How does it work? Think of the thrusters from the turbo, thrusters from the slide to the side and thrusters from the slide down working together to move you forward.
From "The 'official' Descent 3 FAQ v. 1.4 - 05/11/2000":HeXetic wrote:I challenge you to find an official reference to triple-chording anywhere in an official Descent document (manual, README, D3 tutorial, PTMC briefing) that most or all players would have seen.
Of course not -- it should be uniform for everyone in a game.HeXetic wrote:It was never a question of making it a player-side variable.
It's not an error. The easy justification is "when they coded a brand-new engine for D3 from scratch, they intentionally included the behavior from D1 and D2." Clearly, they felt being able to add 3 thrust vectors together and gain additional speed was important enough to code a second time.I first said we would correct the mathematical error - and make no mistake, in the absence of explicit justification from a developer (beta-testers and expert players explaining their tricks doesn't count) it must be labelled an error.
Do they have any better justification than you've provide here?3 out of 5 team members surveyed are very against tri-chording.
Your memories don't include tri-chording, and you thought fusion was BFG-like, yet you object to the statement that you must have sucked at Descent?Neither my memory of playing Descent nor my dreams about how it should play include tri-chord speed-boosting
There is still one problem, which is the same one as plagues every other server-side option that significantly changes gameplay.iceheart wrote:Thank you that someone finally got that! We ARE going to do that so if all server admins activate it THERE IS NO PROBLEM!....... since it will at least be made a server-side option.