I was wondering while developing one night: if it is possible to use the 'seeker' fields on a decoy. Is this even possible to do?
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Originally posted by gyrospin:
I was wondering while developing one night: if it is possible to use the 'seeker' fields on a decoy. Is this even possible to do?
Off the top of my head, I don't know. If you were already developing, why didn't you attempt to make such an item right then?
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Yep, they work. It's pretty cool - they make a buzzing swarm of decoys around your enemy.
I don't know if they work offscreen, since the engines in EV and EVO seem to omit some things when off screen (eg. asteroids only interfere with missiles when the missile is on-screen, since the engine only creates asteroids in the area you can see).
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Actually, if you look closely at the asteroids, they wrap around the screen, like in older space shooter games. So, one going off the bottom shows up at the to with the same graphic, heading, and speed. I don't know how EVN handles it, as having enough asteroids in the system to have even 1 show up on the players screen most of the time would require an absurd amount of them.
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12000 posts as of 07.19.38, 1:23 PM (5:23 ASW time).
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Originally posted by Sheer_falacy:
Actually, if you look closely at the asteroids, they wrap around the screen, like in older space shooter games.
It's not that they wrap around, it's that the game keeps a constant number of asteroids on the screen at a time. If one floats off, one floats back on. If one floats off your screen and you go forward to catch it, I believe it is still there (could be wrong, though).
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Asteroids in EV and EVO wrap around, as do stars (particularly evident when hyperspacing).
In EVN, asteroids disappear past the edge of the screen and a random new asteroid is created.
They cannot be caught when far enough past the edge of the screen (there is a small buffer, I believe). This is particularly annoying when chasing down a particularly lucrative-looking asteroid.
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Originally posted by EVula:
**It's not that they wrap around, it's that the game keeps a constant number of asteroids on the screen at a time. If one floats off, one floats back on. If one floats off your screen and you go forward to catch it, I believe it is still there (could be wrong, though).
**
Watch carefully. When an asteroid leaves the screen, look diagonally opposite where it left. An asteroid looking exactly the same, with the same direction and the same speed, will go on. The only reason you can catch it is if you outrun it and it goes off the side of the screen it came in on.
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Why are you all looking at me like that?
12000 posts as of 07.19.38, 1:23 PM (5:23 ASW time).
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Originally posted by Weepul 884:
**Asteroids in EV and EVO wrap around, as do stars (particularly evident when hyperspacing).
In EVN, asteroids disappear past the edge of the screen and a random new asteroid is created.
They cannot be caught when far enough past the edge of the screen (there is a small buffer, I believe). This is particularly annoying when chasing down a particularly lucrative-looking asteroid.
**
Correct.
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Originally posted by Weepul 884:
**
In EVN, asteroids disappear past the edge of the screen and a random new asteroid is created.
**
Was that the cause of the bug that made asteroids dissapper in 1.0.0?
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