[Vehicles] Reverse SPMA variations

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Wormbo
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[Vehicles] Reverse SPMA variations

Post by Wormbo »

So I played around a bit with new vehicle ideas and ended up at the SPMA. Why not reverse driver and gunner seat so more team play is required? This also has the side effect of remaining mobile while raining death upon enemies. And you're not stuck with a boring skymine gun any nothing else to do.

But why stop there? What if the artillery shell didn't contain a cluster bomb but, say, a thermonuclear warhead? Or how about a two-stage cluster bomb with lots of self-igniting goo in the second stage? And while we're at it, why not vary the driver's gun, too? For example, use the Poltergeist's gun, or a flamethrower.

Well, here's the Helios Artillery:
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...and the Hephaestus Artillery:
Image Image Image

Curious? Try them. (updated link for version 2)
The download contains mutators for local testing if the Reverse SMPA, Helios Artillery and Hephaestus Artillery, and you can embed the vehicles in a map as well. (The WVArtilleryTurretSupport.u cannot be embedded. It is the same file as required for the Perses Mobile Assault Station and Eradicator turret.) Bot support seems to work quite well, although bot drivers seem to be a little too aggressive instead of hiding away in a spot where the gunner can do his job without exposing the vehicle to enemy non-artillery fire.
Feedback is always welcome.
Last edited by Wormbo on Sat 19. Mar 2016, 13:34, edited 2 times in total.
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Miauz55555
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Re: [Vehicles] Reverse SPMA variations

Post by Miauz55555 »

Hey Wormbo,

just after a short test. First off all: great work and nice fitting names. My opinion is that the reverse seats are a good idea and it makes the SPMA more atractive.

Although i like the nuke and the cool colours of the explosions, i think it's incredible overpower with that. Especially the combination with the Poltergeist guns. You have a fast nuce-spitting and flyers destroying vehicle. That you named it afer a sun-god fits perfectly. Perhaps extend the loading time frome the nuke and slow a litle it down.

The Hephaestus Artillery is with the flamethrower a bit to weak against flyers. Maybe add the shield from the Paladin.
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Zon3r
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Re: [Vehicles] Reverse SPMA variations

Post by Zon3r »

It seems nice, but i doubt the gameplay would benefit from it, there are players who like sitting in the spma and bombing the enemy base(usually the losing teams base), giving them a nuke+mobility would make things much worse, just my opinion, let's see what others say
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Wormbo
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Re: [Vehicles] Reverse SPMA variations

Post by Wormbo »

A reverse SPMA takes two players to have mobility while attacking things. If only a single player is doing that, the mobility part is pretty much gone. It's actually slightly less mobile that the standard SPMA, because you'd explicitly have to switch seats for driving or firing. A higher respawn time probably is a good way to counter contant camping and encouraging active protection - which would need to be balanced with the number of players who do the offense work.
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Pegasus
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Re: [Vehicles] Reverse SPMA variations

Post by Pegasus »

Actionable feedback seems to've been coming in at a pretty diminishing rate lately in the EvenMatch thread, so perhaps offering a few thoughts here might balance things out. Seeing as commentary of a "bigger picture" scale (say, regarding balancing, innovation or other broader game design considerations) has on occasion produced unpredictable results before, I'll try to limit mine to more down-to-earth issues this time 'round.

- To get the obvious bit of snark out of the way first, "Helios" artillery, eh? Given the game's checkered past with custom content containing that particular term - and the person who chiefly had to deal with them, too - I gotta admit, this wasn't a vehicle naming choice I'd ever see coming from you :p. Ah well, perhaps the ancient Sun god was in line for a UT2004 rep makeover.
- Usually, quick vec customization through shifting of existing [stock] weapons around their seats is as simple and straightforward as one would imagine, but every so often the game will toss you a curve ball that requires some play testing in order to catch, such as with a usability problem. The Reverse SPMA driver's skymine weapon would seem to be such an exceptional case, as driving forward while firing it quickly proved a foolhardy proposition because the skymines fly almost as fast as the vec can move and, contrary to the passenger seat, setting them off can, and will, damage the vehicle. Recommend a slight tweak, either in the direction of increasing the firing offset, or through bumping up the projectiles' speed a bit (vec does 840UU/sec on a flat, straight line and slightly faster downhill, while skymines fly at 900UU/sec).
- All 3 custom vehicles seem to share the same, translation-adjusted SPMA mesh. At first glance, pushing the x-axis' origin closer to the visible mass center of the vehicle seems like the sensible thing to do, but, for one thing, some brief stunt mutator spin jumps suggest the (X=100.0) might be a bit too much of an adjustment for the mesh (the rotation axis is now a bit off towards the passengers' cabin compared to the stock SPMA's cannon-proximal old weirdness), and, for another, this tweak necessitated repositioning all of the vecs' relative position-relevant attributes. This was likely a pretty tedious process, as exhibited by all 3 vecs' DamagedEffectOffset prop getting accidentally left unchanged and making the smoke/fire effects when the vecs are damaged appear to be coming out of their front bumpers :p. Amusingly enough, when they do get destroyed, the fires will be positioned correctly within their stock wrecked meshes again.


Edit: This concludes the part of the post directly relevant to the 3 custom vehicles presented in this thread, so for anyone only interested in reviewing feedback on this package's contents, feel free to stop reading here. The remainder of this text, while still inevitably applicable to these SPMA variants, focuses on a breakdown of the stock SPMA's failings from a design and UX perspective, as well as on practical ways to improve upon it, and thereby any custom content derived from the subclassing of a hypothetically retooled version of it. It's some four times the size of the previous part of this post in length, so, in retrospect, a disclaimer seemed in order here to prevent any misconceptions. Well, here goes...


I'll close on a more general thought about the SPMA, brought on by all these 3 variants' disability to "shoot from the hip", so to speak, and instead necessitate camera deployment before they can lob their munitions - presumably a choice by design.

Look, we've all been playing this game practically from its release and we all pretty much know the SPMA has never been regarded as a winner, even among the bonus pack batch, by anyone knowing what they're talking about. Players rarely looked forward to using it when they'd come across one, and mappers even more rarely cared to add it to their maps as a result. IMO, all that can be traced back to Epic's hesitation to feature a functional and efficient mobile artillery vehicle in their realtime, mechanized warfare simulation, a mean feat that many other devs were easily able to pull off in their own games, FPSes or otherwise, both before as well as after UT2004's time. Presumably, what with this being an FPS game, the devs figured that a "hard counters" paradigm, which one comes across in most RTSes and which makes fights between different types of vecs almost deterministic in their outcome, would be too hard a sell for a reflexes- and aim-focused player base like UT's that would likely demand any match-up between any two vecs to be possible to go either one's way as long as sufficient skill difference was involved.
The probable conclusion of the above reasoning by the devs was that the inherent advantages an artillery-type vehicle could leverage against common infantry (bombarding any exposed target across significant range with practical impunity through vision by proxy) were deemed to be too unfair to leave unaddressed, and thus obstacles by way of bureaucracy numerous intermediate steps started to be placed throughout its operation to stifle its efficiency - so many, in the end, that they effectively made the vehicle pointless to use. To wit, one can find as many as 7 points where the SPMA's efficiency got diluted compared to most other ONS non-super vecs:
- must sacrifice mobility to shoot its proper munitions,
- must go through the intermediate step of setting up (and maintaining) a live skycam to target, which can be easily shot down and whose earthbound crosshairs need to be [re]positioned via the movement keys instead of the mouse,
- said skycam allows incoming AVRiLs to reroute back to the vehicle itself
- must offer any target textual warning of an incoming barrage in advance (a standard that makes little sense outside of heat/radar-based missile detection systems, especially for infantry),
- cannot deliver a focused blast and has to spread its damage across multiple sub-munitions, which increase targets' survival chances,
- effective consequences to target(s) are almost evenly split between health reduction and momentum transfer
- must deal with kickback after each barrage, affecting its ability to deliver accurate subsequent strikes on the same target.
It's almost like the damn thing was designed by the Artillery Victims' Reparations Committee!

Meanwhile, and because good design ideas are like strong seeds in that eventually they find a way to take roots, the concept of a vehicle shooting projectiles across a [mid-range] parabolic trajectory to deliver damage over a sizable radius (essentially, an artillery unit) was recycled and resurfaced in the PPC and the bio tank independently, both of which are pretty popular vec choices in a number of maps, as well as viable combatants that can meaningfully influence matches' outcomes under a number of circumstances - unlike the SPMA. Reason for this difference is simple: while one can easily argue that both vehicles' balancing still leaves something to be desired when facing them on foot or in lesser stock vecs, both custom vecs are not burdened by so many restrictions, and so can actually be put to some good use.
Since both those alternative artillery implementation examples fall well within the "overpowered" side of the balancing spectrum as a result of the more ...liberal manner in which their creators tried to boost their usefulness (i.e., by messing with their armour, speed, projectile range and/or damage properties), one could surmise that other ways to improve the appeal of a hypothetical custom artillery-type vec in ONS, without turning them into the unstoppable monsters Epic always feared they'd prove to be, might be found simply by alleviating some of the hassle introduced by the aforementioned restrictions, and it's there where I'd like to turn to in the final and, hopefully, more practical part of this rant.

Doing away with the immobility factor looks like a non-starter for this thread, as it seems to've been intentionally ingrained in all 3 of these SPMA variants by way of the artillery turrets having been assigned to each vec's passenger seat (but also because it's pretty much an expected and accepted tradeoff staple of any artillery vec, along with cardboard-grade armour), so let's skip that. Swapping the sub-munitions with a singe projectile that causes a more focused blast is also a pretty easy thing to do (and implemented already in both custom vec examples discussed above), which would also cause much more grief to any such artillery vec's victims, so best leave that as an obvious implementation subject that merits little theoretical analysis. The text warning is just silly and would likely be among the first "features" to be be done away with, I reckon, should any competent creator try their hand at making a decent SPMA variant, as Wormbo's aiming for here. Ditto for the momentum kickback, which has always come across as pretty much the most on-the-nose weight added on the SPMA's back. This just leaves us with the skycam trio of hurdles, which is where I've long felt like the age-old introductory infomercial plea perfectly encapsulates the current situation: there has to be a better way!
Now, I got the vague notion that some of what I'm about to say here I might've mentioned elsewhere before in this msg. board, so if that is indeed the case, apologies for any repetition; even so, this part is meant to provide a more detailed take on an alternative, skycam-free approach to SPMA targeting functionality, hopefully making it more useful over any previous attempt.

Breaking it down, [true] "artillery mode" targeting for the SPMA (as in, not shooting from the hip) consists of 3 gameplay components for the user: the skycam, with all its positional and maintenance finicking, the targeting st.mesh crosshairs on the ground (already greatly improved by Wormbo in terms of aiming with the mouse, and world geometry normal-based reorientation), and the trajectory path visualization that Wormbo has also helpfully added to the mix. The latter two need not change as their contributions are purely beneficial to the player's efforts, so what would only need be substituted to improve the last dodgy part of the SPMA experience is a way to provide the same level (or similar) of positioning and viewing granularity that the skycam offers, but without all the extra baggage this separate actor burdens players with. After having mulled it over for quite awhile, the best solution I've settled to involves a simple reversal of the standard third person adjustable camera distance built into the game's vehicle class, that could be toggled through a simple alt-fire.
Put simply, a typical usage scenario of this proposal would include a player sitting in this modified SPMA and being in control of the artillery turret as usual, either driving around or stationary as a passenger (as in ReverseSPMA designs). As previously, they'd be able to modify their vehiclecam's distance by scrolling up or down their mouse wheel and look around wherever they'd want by moving the mouse around, but as soon as they'd alt-fire, the camera would lunge a bit forward and would now be able to move back n' forth via the same mouse scrolling mechanic, still looking around wherever the player would like, but on a linear path/track ahead and above of the vehicle as defined by the turret's orientation at the alt-fire moment, and in (much) wider steps up to a maximum range of, say, some 6000UUs. For comparison, some tests I ran, firing at a ~45° angle and deploying at the skycam's highest point, produced a distance of 8000-8400UUs, while the vehiclecam's distance behind the vec can vary between 200 and 1500UUs and shift between 13 steps. Aside from the, let's call it, targetcam's track of movement (although no longer a separate actor), the same rules that exist for the third person vehiclecam would apply to this one too in terms of not allowing world geometry or other actors to get between it and the vehicle, and so forcing it to move to the side of any such interfering obstacles that's closest to the vehicle. Aim while in targetcam mode would be performed simply by looking around with the mouse, and, beyond that, the relevant part of the current, Wormbo-improved skycam code would still handle the placing of the targeting st.mesh reticle wherever on the world the targetcam would be aiming, the drawing of the projectile's derived parabolic trajectory as well as the proper colouring of both based on the validity of the target area as before. Lastly, should the player in targetcam mode not like the current linear track their targetcam's movement is locked at, all they'd need to do is quickly alt-fire to return to vehiclecam/shoot-from-the-hip mode, look towards a more desirable direction with their artillery turret and alt-fire again - quick, intuitive and effective. For a (hopefully) more representative way to convey all this, here's an illustration of the concept:
Operation #BringDownSkycam!
Operation #BringDownSkycam!
alternate_spma_targeting_idea_by_peg.png (41.33 KiB) Viewed 14719 times
Aaaand that's all there is to it.


You know, as a player still active in and familiar with the ONS gametype, it just strikes me as such a damn shame that every other vehicle in the same bonus pack as the SPMA - namely the Cicada and the Paladin, as well as many of each of their custom variants - have managed to find a unique and useful enough role to fill in the wider vehicular bestiary, and a (more or less) faithful audience to boot because of that. Yet the SPMA and nearly every concept derived from its seemingly accursed class hierarchy continue to flounder, frustrate players and contribute little to nothing in terms of gameplay diversity, all because of their progenitor's flawed "legacy" and by-design bad genes. Hell, even when Wormbo pointed his dev expertise at tackling this, I found it quite telling that the end result of his attempts still left the (revised) SPMA's human controllers disadvantaged compared to their AI counterparts (helped by WVArtilleryTurretSupport), albeit less than before thanks to his aiming refinements.
To be perfectly honest, I still don't know that this vehicle is truly redeemable, or whether after putting even more work into it people might actually find it useful enough to start picking more frequently. What I do know though is that with this pack of 3 variants released and making SPMA-related discussions topical again, if there's a chance to give one final, serious push towards respectability for this crummy, old Big Bertha on wheels, this might as well be it. I've said my (ludicrously long) piece, but I'd invite anyone else interested in working towards that same goal to share any other improvement ideas or approaches they might have now and see if all together we can't push this all the way to the finish line, something Epic opted out of all those years ago. So... whacha got?
Eyes in the skies.
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Wormbo
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Re: [Vehicles] Reverse SPMA variations

Post by Wormbo »

Today's players mostly don't seem to know HelioS anymore anyway. ;)
Skymine self-damage, hmm. Since it's the driver's primary weapon, I might simply make them faster. Does regular shock ball speed (1150UU) sound better? Additionally, maybe I should make the vehicle completely immune to self-inflicted skymine damage, like other vehicles are when the skymines are operated by a gunner.
Right, I missed the damage effect. Fixed.

About the lengthy standard SPMA rant:
I mostly agree. I only recently experienced the uselessness of the camera that can probably be brought down even by an Assault Rifle without much effort. As I already found the camera collision too large, I actually already reduced it a bit for the initial release. Considering how easy it probably still is to hit, I'll probably shrink the entire thing even more. (That is, unless I replace it with something completely different.)
What if the AVRiL rerouting was turned into a "can lock on to the camera itself", i.e. without the switch back to the vehicle as target? (Again, unless the camera is replaced.)
The text thing you'll have to explain. The only cue for incoming artillery fire is the whistling sound, and that's already quite late. The only Artillery-related text I can think of is the (slightly buggy) AVRiL lock switch message that players receive when their AVRiL actually goes for the Artillery itself instead of the camera.
Fire impulse (the recoil thingy) is only about half as strong for these three artillery incarnations than it is for the standard SPMA.
The immobility factor, as you call it, can be reduced through some team play. That should also be more interesting to the guy operating the skymine turret (compared to standard SPMA), as he can do the driving as well. In that case, the gunner can concentrate on bombing the target area, while the driver can improve the position of the artillery. Not to mention it's harder to do a surprise attack on the vehicle if the driver cannot be distracted by the camera being completely elsewhere.

Now to the camera replacement idea. I guess that's something that needs to be tested in practice. The idea generally sounds like a good way to reduce the time to place an attack and also is a way that prevents the enemy fro minterrupting the attack. However, I'm concerned that it may tip over the SPMA's balance to the other side, potentially making it too powerful.
Many of the SPMA's weaknesses are associated with its huge, slow and fragile camera shell. The three artillery vehicles I provided do address these three aspects in various ways already. For example the collision size is reduced and you only have to wait one second (instead of four) to fire after launching the camera.
I'll give your concept a try, but you also gave me an alternative idea: Allow the player to actually control the deployed camera's position. Maybe it's a waste of time if you could just redeploy a new one, but could be useful for smaller adjustments or evading incoming projectiles.

Okay, alternate target camera mode.
Intuitively I wouldn't do away with the camera shell entirely, but instead use its general logic as starting point. The camera actor would be invisible and non-colliding, but redoing it all without it would be too much work. One tricky part could be getting bots restricted to some similar targeting mechanics, while there wouldn't really be many restrictions anymore. Essentially now they are forced to fire the camera shell and have it in view of the target area, just like the player. They will even have to redeploy if they change targets and the new target is out of view or out of range for the deployed camera. (Try spectating a big bot-only game on e.g. Island Hop. You'll see they play by the rules quite well.) With the new mechanics, they'd almost be free to fire at anything they like without any kind of setup.
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Wormbo
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Re: [Vehicles] Reverse SPMA variations

Post by Wormbo »

The final version is now available via the link in the first post. The download includes instructions on embedding the vehicles in a map. The Helios and Hephaestus Artillery stuff will only actually stay in the map if you use them, while the Reverse SPMA stuff will also stay if you use Helios or Hephaestus. (That's due to how I reused code and how the engine determines what to save in a map and what to throw away.)

The following balancing changes have been made: (not an exhaustive list, just the important things)
  • Reverse SPMA's skymines no longer hurt the vehicle itself.
  • AVRiLs targeting the camera shell will not switch lock to the vehicle. If you want to hit the vehicle, target it directly.
  • Camera shell size has been reduced by about 50%. This includes the collision cylinder, which was just ridiculously large.
  • Artillery primary shells can be shot down to explode harmlessly, similar to camera shells or Redeemer rockets. (Keep this in mind when dealing with a Helios Artillery.) Secondary shells released from the primary shell will ignore damage, though.
  • Although not specifically requested, driver and gunner are subject to headshots in the Reverse SPMA variants.
I have to admit I did not get around to try the alternative targeting scheme yet, maybe for a later release.
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Re: [Vehicles] Reverse SPMA variations

Post by Wormbo »

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Re: [Vehicles] Reverse SPMA variations

Post by Wormbo »

I have just released a new version of the Reverse SPMAs. See first puost for updated download link.

Changes:
  • Added missing death message to Helios nuclear explosion (oops!) and increased its network priority to make it show up more reliably under load
  • AVRiL rockets are now redirected to the artillery vehicle again, but only after at least one second of flight (turned out not redirecting at all tipped over the balance too far towards the artillery)
  • Fixed camera shells (and primary artillery shells) not necessarily being visible all the time due to limited CullDistance inherited from stock SPMA
  • Improved visibility of blue camera shell thrusters against sky/fog
  • Adjusted bot AI criteria for picking the gunner seat over of the driver seat (not quite sure if that works correctly, but at least bots aren't stuck in the gunner seat without any target in sight)
  • Improved time to target calculation for shell fuse timer in case an invalid target location was selected by the player (got complaints that the Helios shell hit the ground too often)
  • Reduced amount of Hephaestus napalm by 45%, but increased its damage by 25% (not because of empiric data, but to reduce the fear of wrecking network games)
  • Reduced average fire particle count for Hephaestus napalm by 50% (didn't need to be that high, although I'm not sure if the rendering performance impact was that large)
  • Reduced network bandwidth impact for Hephaestus napalm (I hope without significantly breaking it - made it bNetTemporary again and slightly reduced its NetPriority)
...and I forgot to look at the heatreay alignment issue. :roll:
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