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A skill proposal!  XML
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Moof

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Joined: 06/24/2006 19:42:44
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As I work with ghost, I'm coming up with ideas for other skills.

This one is kinda offbeat. For the coders and others who are mathematically minded comme moi, something to track your stats on the HUD.

Maybe 5 points per level, two or three levels. It shows your award status and could be intuitive. For instance, let's say level 1 just tracks flak monkey, combo master, and headhunter. But if you don't have any headshots yet, it doesn't display headshots at all (so as not to clutter up the HUD too too much.)

Level 2 tracks your sprees: you get a time ticker for your next kill for the timed spree, and you get a points remaining to the next level of killing spree.

I'm not sure why I'm suggesting three levels. Maybe XP tracking earned? Or maybe that should be in with level 1.

Anywho! This wouldn't be awful to code, and to be honest, I'm just selfishly suggesting it because it would save me a lot of hitting tab and doing mental calculations while blasting at baddies

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BotFodder

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Well, the data should already be replicated to the client for the regular display - maybe - so it might not be that hard. However ...

I don't like having too much cluttering up my screen.

I'm beginning to wonder if we're running out of corners/places to put things.

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Boingo_Babe

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I like that idea. I usually wonder how long I have to kill a monster between sprees. The timer doesn't have to be huge. I have no idea how codes work; could it could be bound to a key so people could turn it on and off?

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BotFodder

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Moof wrote:
Level 2 tracks your sprees: you get a time ticker for your next kill for the timed spree, and you get a points remaining to the next level of killing spree. 

I'd have to look at this; your sprees are probably strictly tracked by the server and only the fact that you've been awarded a spree is replicated to the client. The actual timing involved is going to be strictly server side, and any client side timer would be unreliable and subject to potentially great error. In fact, it's possible that, with replication being the way it is, your client doesn't really get notifed about your spree kill until "significantly" after you've actually been awarded that spree - and to an extent, only "officially" awarded that spree until the spree is finished.

Perhaps one could develop something where a text message remains up (or slowly fades until, when it's gone, the time has "expired") for 6.5 seconds (the maximum length of time between kills in a spree). The thing is, this isn't 100% going to work - sprees aren't "kill" based but "point" based, but the time between is I think kill based (anecdotal) because I've had some stretched out multikills on non-titan waves (or due to my monster killing stuff) with my M/MM.

Overall, I'm not saying it's a bad idea. I'm just sayin' that you're looking at client representation of server tracked data and that can be painful stuff to have to work with in our "dedicated server" environment.

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RadicalROM

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I see your side Bot about not knowing on were the killing sprees are stored.

I personally like the idea of combo/head hunter. The multkill to me would be nice, but I find that the combo/head hunter would be more useful for me.

Well now you have my 2 cents.
Flak Monkey

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I'm with Bot, dont need any more on the screen. Perhaps a quick press of the 'F2' key(if I remember correctly) for current game stats for you could have it listed in there, maybe.

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I think it'd be cool to have a timer somewhere showing how long you have to kill something to keep your spree going. Also a display of how many points till the next award would be pretty sweet. Good Idea.

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Pyramidion

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I like the idea as well, I'm often wondering how many headshots I have or the bigger one is how much more is needed to make combo master. I also like the idea of the timer as well, it's like awareness, just different. I'm for it especially if you could map a button to turn it on and off, but if not it's still a good idea.
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Moof

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Mwahahaha. I love you, Dru.

ALL the information is stored locally in a hidden inventory item. Even the InvasionSpreeGameRules. Unless there's something highly bizarre going on that would prevent replication of said data to an inventory object on the local player (I have no way to test this. No dedicated server handy), this will be cake.

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Tidu!

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Great idea, I am always wondering how many more headshots I need for a head hunter... but it seems more of something that you'd automatically get, instead of making people buy it. I don't think it's that important, it doesn't really help you play, and I'm not sure if it would be worth the points... maybe just give it to the player automatically? Or could be a free skill, so those who don't want the clutter don't have to purchase it (for free)? just some ideas

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Boingo_Babe

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But it would give Fodder something to buy!!

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Pyramidion

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I don't mind the cost... yes my player is higher, but there are some good skills left to buy. This is like awareness as I mentioned before, awareness helps, but it's not needed. I do not have awareness, but I'm sure it helps... now if we had this skill to buy it'd give you your spree timer which would be very useful and numbers that tell you when you can get extra xp. I don't think it should be expensive, but I still think it should cost something. It's nice to have something to work towards, but those are just my thoughts on it.
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Moof

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Hey, everyone. I'm putting the brakes on coding for a bit. Life is kinda crazy at the moment.

Scratchpad for this ability:
-class RPGAbility can use static function ScoreKill(). If the really insanely poorly implemented static modifier can be navigated to provide the needed functionality here, that would be the best method. If it's impossible for any reason due to the silly restrictions placed on static functions (why didn't they make the darn things more intuitive? It woulda taken an Epic programmer an hour), then it'll be necessary to use Tick, which will be processor intensive, but won't look all that bad since only the user will see this, not anyone else (as in the case of Vamp using Tick).

-Dru's spree modifiers apply a GameRules class to two inventory objects on the player, which in turn track the stats. All these are fully available to code via FindInventoryObject(). Subsequently displaying the data should be simple using Canvas.Draw(string text).

-The hardest part of this whole thing is the timed spree timer. I never got to the stage where I checked that out in Dru's timed spree code. Also of note is that the timed sprees in invasion are not based on kills, but points, and I don't know the cutoffs. That will prove important.

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BotFodder

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See:

http://www.disastrousconsequences.com/dc/expbonuses.jsp

for the list of point based scoring. However, where the sprees are point based for the awards, I think the timer is kill related - in other words, while it's 16 points for a double kill, you could probably kill 16 pupae within 6 seconds of each other (not six seconds total - although I don't really know yet, haven't looked at the code either) to actually get your double kill.

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TheDruidXpawX

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The ShortTermScoreInv has it's role set to:

RemoteRole=ROLE_DumbProxy

Also, replication isn't setup for any of the variables, so I'd be surprised if you can get any information from the object itself.

Plus, there's already so much replication going on, I've got concerns about adding this to the list..

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