Inso «Ð*§*§»
09-19-2002, 06:13 PM
Squad leaders Please pass this along to all of your member pilots. You may also feel free to post this in any forum, Web site, BBS, or where ever you see fit. (careful) :-)
Hello fellow Squad leaders, pilots, co-pilots, wingmen/women, friends and adversaries.
Inso «Ð*§*§» here. Ok now this is going to end up being a little lengthy so I apologize up front for taking up alot of your time, but this is of great importance too me as well as most I believe. I have a few issues that I need to discuss with all of you, but before I begin I need to address a concern you may have after reading this. I am not god, nor am I trying to play god, I don’t feel that I am the all-knowing ruler of C4 nor do I want to be. I want to play a game on a ethically level field, have fun and enjoy the company of people who share the same interest. My desire in this is only to improve the quality of the game for ALL of the people playing it, nothing more nothing less. That having been said I hope that what follows does not get misinterpreted or misunderstood.
The first issue that I would like to address with you is the efam bug. You may have already heard some rumors and begun to wonder, so I will clear that up right now. I have been working on a new version of Autoexplode trying to expand its abilities to weed out the remaining bugs we have left in the game. I have in fact killed, or better said, voided the use of the efam bug. This is a bit tricky to follow but I think you’ll get the idea. When AE is active players in the game will still be able to farp using the bug and receive all 28 of their stingers without the use of the efams. But only the first 12 rockets are actually hot, effective munitions, the remaining 16 rockets lmao, are duds. Ok, HOW THE? you may be asking yourself, here is how. The server knows that the player is not using efams (that’s how it knows what radar data to send to opponents) and AE tells the server that if a player is not using efams then he or she can ONLY be carrying 12 rockets. Thus when a player using the bug fires rocket number 13 the server does not even know it exists. The player using the bug is the ONLY ONE that will see those remaining rockets (13-28) being fired, no other player will be able to see them at all, because the server doesn’t know they exist therefore they cant be fired, hence no data to transfer to opponents visual or other. The end result, the cheats will get cheated out of their last 16 rockets, thinking that they have the upper hand, when in fact they have squat!!!! They might as well be spitting at you, cause all thats going to happen is it will splatter on there own screen. Man isn’t irony beautiful. The numbers used in this example were stinger quantities, but yes rest assured that it has the same effect for hydras and hellfire’s, although the numbers are different (Hydras is first 24 hot last 32 duds (total 56), Hellfire’s are first 6 hot last 8 duds (total 14).
The second thing I wanted to discuss with all of you is this "no count" information going around. I have read and heard many tid bits of information on this topic. I am not hear to slander or point fingers so don’t look for it!!!!!!! What I am hear for is too give you all the facts that I have acquired based on reading the articles, observing battles, and doing some of my own testing. The facts stated about the "no count" being a result of flare splash damage is in part the truth, "In Part!" Ok, follow this for a second Im going to bounce between real world and game world for a minute. If someone throws a concussion grenade at you, and it lands 15 feet away then goes off does it hurt? Hell YES! Does it kill you? Maybe, maybe not it probably will just wound you. But if someone throws 20 concussion grenades at you and they all land in a 15ft circle surrounding you, ummm, all those wounds equals-------your dead! Now, lets say that four guys threw those 20 grenades at you, who got the kill? No way of knowing for sure. Back to the game world, yes splash damage exists, how is the game to determine that it was the concussion of an explosion that caused the damage and not a tree, or a hanger roof? It can’t and because it really isn’t a "named hit" the tree gets credit as far as the game is concerned. Ok why is this happening so much? This is the only thing I have not read posted anywhere. So I’m going to give you my 2 cents. It is very simple, look at the grenade example above, this Helo your flying was designed to fire off stinger rockets at a rate of about 1 every 4+ seconds, Real world, addition (pilot reacts, pushes button, signal travels through the wire, computer gets the data and processes it, sends a signal to the release mechanism holding the rocket, and a signal to the rocket to begin burning its fuel cell, fuel cell lights starts to burn, arm releases stinger, stinger flies, reaches its target, target responds with counter measures (flares) flares impact stinger, stinger explodes, concussion throws the target off course and causes some damage. NOW there is a 5-10 second delay before this can all occur again, cycle rate on the stingers. Almost every pilot in the game (my self included) has modified his or her trigger to repeat+rapid fire. So look back at the grenade example again is 20 going to kill ya? Ok the following is FACT; find it at the army’s web site. Your 20mm cannon has a cycle rate of 1800 rounds per minute. Do the math and that equals 1800/60(seconds)=30 rounds a second. Now there are 1000 milli seconds in a second so continue the math, 1000/30 that works out to 1 bullet every 33.3 milli seconds. Now LOOK at the delay rate on your trigger, you want to fire stingers at a 30 milli (that’s .03 sec) second cycle rate? Or worse most have set lower than that. Ok one more hard thought for ya, you want the pc 2000 miles away across the web to receive the signal that you fired those stingers every 30ms LMAO your ping is twice and three times that at least!!!!!!!!! By the way the ping time is what’s called latency (time it takes to travel from point a to b). The signal used to transmit the rocket you just shot travels 3 times slower than you can fire them, and we haven’t accounted for the time it takes your pc to process the data and the receiving pc to process the data, AND YOU WONDER WHY IT DOSNT COUNT AS A HIT!!!! Please!!!!!! All right so what is he saying? <----- Is this you right now. Here’s what I’m saying I love my trigger tweak, do I think its a cheat, no I think its adaptation to the tools we have, used to our own advantage (the nature of the beast). BUT I am also saying that I know due to my trigger tweak giving me that super rapid fire that NOT all of my KILLS will count, and that is a cost I am willing to pay without complaining and nagging every other player out there about how when I shoot "them" it doesn’t count. If you don’t like the "no count" slow down the trigger rate!!!!!! Now don’t get me wrong, I’m not saying that the game doesn’t have some lag, and that some "no counts" aren’t caused by other factors, I’m saying that this trigger mod causes about 85% of them. Also add into the fact that you have 16 pilots in one game firing 1 missile every 30ms and you wonder why the game lags? That’s my 2 cents on the "no count" PLEASE do not take my word for it!! Do your own test and research, get 10 or 12 trust worthy pilots into one server with the trigger mods off and watch the TOTAL difference in the game! We are altering the way this game was designed to be played by CHOICE, therefore we MUST be willing to voluntarily and gladly accept the responsibility of our own actions, or do not do it! I’m done talking about "no counts" negatively anyway, if you would like some help to determine the best setting for your conditions Ill gladly help you.
My last issue (thank god I hate typing, and your tired of reading I’m sure) is the scoring system that plagues us all. The rumor that you heard about someone altering the scoring was true. It was me! I have found a way to fix it, but I fear that it will only fuel the already hot fire. Why? You say, here is why
Currently
Score = Kills
p1 17k 22d score=17
p2 16k 02d score=16
This is BS as we all know.
So what I tried was subtracting 1 kill for each death that a pilot has
p1 17k-22d score=-5
p2 16k-02d score=14
Player 2 wins That looks better!!!!
But, here in lies the issue. Change it to this
p1 17k-16d score=1
p2 16k-14d score=2
Three minutes before the game ends another pilot enters and gets 3 kills bam, bam, bam but no deaths. The scorecard now looks like this----
p1 17k-16d score=1
p2 16k-14d score=2
p3 3k-0d score=3
Player 3 WINS~! Does player three deserve the win as a better pilot because he has lucky timing?
I really didn’t like that much better. So I changed it again, 1 kill is subtracted for every 2 deaths so the last game would look like this
P1 17k-(16/2) score=9
p2 16K-(14/2) score=9
p3 3k-0 score=3
Hmmmm, ok this looks better p1 and p2 are very close in their ability and p3 just joined so this is a little more of a true refection of ability.
Ok, so that may look good. But it got me to thinking, why did I make Autoexplode?, Why did I give it out to all for free? The answer, quite simply to improve the quality and equality of the game for EVERYONE that plays it. So I wondered, "Who the hell do you think you are that you can decide how everyone else is scored? You want to make fair scoring, but are making the decision without asking anyone! I began to realize that if I did that it would defeat my initial goal of equality for everyone. So I thought maybe one that allows the host to decide! OH my I think that would get messy in a hurry, no conformity and can see it splitting the c4 community into a million pieces.
So I am asking you, each and every one of you. How do YOU want it? I will post the idea's that are given to me and people can vote, respond, or ignore it. Maybe this is something that we can set up as a squad match rule but not public play. If we can reach a choice that everyone agrees on without the backlash later on "I don’t like this BS why did you change it", I will gladly fix the scoring. But if this is going to turn into a problem that was bigger than the dumb scoring we already have then why bother? I am asking for your input, feedback, ideas, opinions etc. I would like to hear everything!!! Whether it's FU or GJ!!!!!!! Ok I am done!!! Yaaaaaa
Kill ya Later! :-)
Inso «Ð*§*§»
Hello fellow Squad leaders, pilots, co-pilots, wingmen/women, friends and adversaries.
Inso «Ð*§*§» here. Ok now this is going to end up being a little lengthy so I apologize up front for taking up alot of your time, but this is of great importance too me as well as most I believe. I have a few issues that I need to discuss with all of you, but before I begin I need to address a concern you may have after reading this. I am not god, nor am I trying to play god, I don’t feel that I am the all-knowing ruler of C4 nor do I want to be. I want to play a game on a ethically level field, have fun and enjoy the company of people who share the same interest. My desire in this is only to improve the quality of the game for ALL of the people playing it, nothing more nothing less. That having been said I hope that what follows does not get misinterpreted or misunderstood.
The first issue that I would like to address with you is the efam bug. You may have already heard some rumors and begun to wonder, so I will clear that up right now. I have been working on a new version of Autoexplode trying to expand its abilities to weed out the remaining bugs we have left in the game. I have in fact killed, or better said, voided the use of the efam bug. This is a bit tricky to follow but I think you’ll get the idea. When AE is active players in the game will still be able to farp using the bug and receive all 28 of their stingers without the use of the efams. But only the first 12 rockets are actually hot, effective munitions, the remaining 16 rockets lmao, are duds. Ok, HOW THE? you may be asking yourself, here is how. The server knows that the player is not using efams (that’s how it knows what radar data to send to opponents) and AE tells the server that if a player is not using efams then he or she can ONLY be carrying 12 rockets. Thus when a player using the bug fires rocket number 13 the server does not even know it exists. The player using the bug is the ONLY ONE that will see those remaining rockets (13-28) being fired, no other player will be able to see them at all, because the server doesn’t know they exist therefore they cant be fired, hence no data to transfer to opponents visual or other. The end result, the cheats will get cheated out of their last 16 rockets, thinking that they have the upper hand, when in fact they have squat!!!! They might as well be spitting at you, cause all thats going to happen is it will splatter on there own screen. Man isn’t irony beautiful. The numbers used in this example were stinger quantities, but yes rest assured that it has the same effect for hydras and hellfire’s, although the numbers are different (Hydras is first 24 hot last 32 duds (total 56), Hellfire’s are first 6 hot last 8 duds (total 14).
The second thing I wanted to discuss with all of you is this "no count" information going around. I have read and heard many tid bits of information on this topic. I am not hear to slander or point fingers so don’t look for it!!!!!!! What I am hear for is too give you all the facts that I have acquired based on reading the articles, observing battles, and doing some of my own testing. The facts stated about the "no count" being a result of flare splash damage is in part the truth, "In Part!" Ok, follow this for a second Im going to bounce between real world and game world for a minute. If someone throws a concussion grenade at you, and it lands 15 feet away then goes off does it hurt? Hell YES! Does it kill you? Maybe, maybe not it probably will just wound you. But if someone throws 20 concussion grenades at you and they all land in a 15ft circle surrounding you, ummm, all those wounds equals-------your dead! Now, lets say that four guys threw those 20 grenades at you, who got the kill? No way of knowing for sure. Back to the game world, yes splash damage exists, how is the game to determine that it was the concussion of an explosion that caused the damage and not a tree, or a hanger roof? It can’t and because it really isn’t a "named hit" the tree gets credit as far as the game is concerned. Ok why is this happening so much? This is the only thing I have not read posted anywhere. So I’m going to give you my 2 cents. It is very simple, look at the grenade example above, this Helo your flying was designed to fire off stinger rockets at a rate of about 1 every 4+ seconds, Real world, addition (pilot reacts, pushes button, signal travels through the wire, computer gets the data and processes it, sends a signal to the release mechanism holding the rocket, and a signal to the rocket to begin burning its fuel cell, fuel cell lights starts to burn, arm releases stinger, stinger flies, reaches its target, target responds with counter measures (flares) flares impact stinger, stinger explodes, concussion throws the target off course and causes some damage. NOW there is a 5-10 second delay before this can all occur again, cycle rate on the stingers. Almost every pilot in the game (my self included) has modified his or her trigger to repeat+rapid fire. So look back at the grenade example again is 20 going to kill ya? Ok the following is FACT; find it at the army’s web site. Your 20mm cannon has a cycle rate of 1800 rounds per minute. Do the math and that equals 1800/60(seconds)=30 rounds a second. Now there are 1000 milli seconds in a second so continue the math, 1000/30 that works out to 1 bullet every 33.3 milli seconds. Now LOOK at the delay rate on your trigger, you want to fire stingers at a 30 milli (that’s .03 sec) second cycle rate? Or worse most have set lower than that. Ok one more hard thought for ya, you want the pc 2000 miles away across the web to receive the signal that you fired those stingers every 30ms LMAO your ping is twice and three times that at least!!!!!!!!! By the way the ping time is what’s called latency (time it takes to travel from point a to b). The signal used to transmit the rocket you just shot travels 3 times slower than you can fire them, and we haven’t accounted for the time it takes your pc to process the data and the receiving pc to process the data, AND YOU WONDER WHY IT DOSNT COUNT AS A HIT!!!! Please!!!!!! All right so what is he saying? <----- Is this you right now. Here’s what I’m saying I love my trigger tweak, do I think its a cheat, no I think its adaptation to the tools we have, used to our own advantage (the nature of the beast). BUT I am also saying that I know due to my trigger tweak giving me that super rapid fire that NOT all of my KILLS will count, and that is a cost I am willing to pay without complaining and nagging every other player out there about how when I shoot "them" it doesn’t count. If you don’t like the "no count" slow down the trigger rate!!!!!! Now don’t get me wrong, I’m not saying that the game doesn’t have some lag, and that some "no counts" aren’t caused by other factors, I’m saying that this trigger mod causes about 85% of them. Also add into the fact that you have 16 pilots in one game firing 1 missile every 30ms and you wonder why the game lags? That’s my 2 cents on the "no count" PLEASE do not take my word for it!! Do your own test and research, get 10 or 12 trust worthy pilots into one server with the trigger mods off and watch the TOTAL difference in the game! We are altering the way this game was designed to be played by CHOICE, therefore we MUST be willing to voluntarily and gladly accept the responsibility of our own actions, or do not do it! I’m done talking about "no counts" negatively anyway, if you would like some help to determine the best setting for your conditions Ill gladly help you.
My last issue (thank god I hate typing, and your tired of reading I’m sure) is the scoring system that plagues us all. The rumor that you heard about someone altering the scoring was true. It was me! I have found a way to fix it, but I fear that it will only fuel the already hot fire. Why? You say, here is why
Currently
Score = Kills
p1 17k 22d score=17
p2 16k 02d score=16
This is BS as we all know.
So what I tried was subtracting 1 kill for each death that a pilot has
p1 17k-22d score=-5
p2 16k-02d score=14
Player 2 wins That looks better!!!!
But, here in lies the issue. Change it to this
p1 17k-16d score=1
p2 16k-14d score=2
Three minutes before the game ends another pilot enters and gets 3 kills bam, bam, bam but no deaths. The scorecard now looks like this----
p1 17k-16d score=1
p2 16k-14d score=2
p3 3k-0d score=3
Player 3 WINS~! Does player three deserve the win as a better pilot because he has lucky timing?
I really didn’t like that much better. So I changed it again, 1 kill is subtracted for every 2 deaths so the last game would look like this
P1 17k-(16/2) score=9
p2 16K-(14/2) score=9
p3 3k-0 score=3
Hmmmm, ok this looks better p1 and p2 are very close in their ability and p3 just joined so this is a little more of a true refection of ability.
Ok, so that may look good. But it got me to thinking, why did I make Autoexplode?, Why did I give it out to all for free? The answer, quite simply to improve the quality and equality of the game for EVERYONE that plays it. So I wondered, "Who the hell do you think you are that you can decide how everyone else is scored? You want to make fair scoring, but are making the decision without asking anyone! I began to realize that if I did that it would defeat my initial goal of equality for everyone. So I thought maybe one that allows the host to decide! OH my I think that would get messy in a hurry, no conformity and can see it splitting the c4 community into a million pieces.
So I am asking you, each and every one of you. How do YOU want it? I will post the idea's that are given to me and people can vote, respond, or ignore it. Maybe this is something that we can set up as a squad match rule but not public play. If we can reach a choice that everyone agrees on without the backlash later on "I don’t like this BS why did you change it", I will gladly fix the scoring. But if this is going to turn into a problem that was bigger than the dumb scoring we already have then why bother? I am asking for your input, feedback, ideas, opinions etc. I would like to hear everything!!! Whether it's FU or GJ!!!!!!! Ok I am done!!! Yaaaaaa
Kill ya Later! :-)
Inso «Ð*§*§»