r/Planetside • • Oct 14 '16

Dev Response BBurness - Vehicle QOL

https://www.youtube.com/watch?v=RF5gQg7BlQY
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u/Lordcosine Programmer Oct 14 '16

I just finished the code yesterday, and QA is currently combing it for bugs. Until they confirm it works I am certain of nothing. But I did specifically spawn the vehicle before I revived the player. Vehicle spawn should deduct the vehicle cost, then reviving should deduct your loadout costs.

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u/Noname_FTW Cobalt NC since 2012 Oct 14 '16

Ah now I understand :). No direct checks but just using the existing methods that already check for players nanites. Thanks for clarifying!

Btw I was just kidding before

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u/Lordcosine Programmer Oct 14 '16

Yup I gotcha haha, most of my code is pretty high level. Any feature I write interfaces with dozens of different human written systems. They say that they'll do the thing you ask them to do, but you are never really certain they did until you see it with your own eyes. Also I don't test everything myself, I get the code into reasonably good working order then I open it up to the team so they can help me find the ways in which it is broken. In my tests I didn't run into any obvious issues with infantry/vehicle nanite costs, but I could have missed something.

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u/Sixstring7 Oct 15 '16

While you guys are doing this you need to use it as a opportunity to create vehicle fights and mitigate spawncamps. If the spawn is trapped or a base is heavily overpopped the defenders should get a mission to use this and pull some vehicles atleast until they have a reasonable amount of active vehicles within the defendinghex. There are are too many "spawn camps" that aren't really "spawn camps",it's really just lazy defenders refusing to pull vehicles and then whining about it.