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| Jade Steele |
Posted: Thu Apr 05, 2007 9:18 am Post subject: MCS 2.0 Release Information |
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Joined: 16 Feb 2007 Posts: 152 Location: Midian City - Is there really anywhere else?
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***MCS Version 2.0***
Scheduled for released April 6, 2007, 10:00 PM SLT
Over the past several weeks, a few of us have worked very hard on a new version of the MCS combat system. To put things bluntly, we have possibly revolutionized the way combat will happen in Second Life. Our system has eliminated nearly all the lag inherent in current combat systems, and has done so while actually enhancing the usability and accuracy of the system. While we're absolutely positive that the new MCS will enhance everyone's experience in Midian City, and frankly, perhaps change Second Life combat forever, a few problems initially surface with transition to the new system.
All problems surface from one event - the new MCS system will NOT be inherently compatible with current weapons on the market. Yes, we can hear you screaming, but please continue reading.
The incompatibility with weapons currently on the market actually SOLVES more problems than it creates, and with the correct initiation and integration of a new system, we believe everyone can be made happy in the end.
--Under our current system, we have no control over who bring what into our city, and many guns - even from major well known dealers - are poorly scripted and very laggy, as well as contain an extraordinary amount of prims – all of which must be processed by the server running the sim as well as your video card.
--Lots of weapons are loaded with unnecessary features that, in addition to creating lag, can create other problems. Things like push guns, cagers, guns that cause gigantic explosions, wall-breakers and other such things commonly used for griefing initially come to mind. Additionally, customers end up paying for these features...spending empty, extra L$ for unused bells and whistles.
--The new system will add more realism, in that the amount of damage a weapon inflicts will be controlled. For example a baseball bat or knife would be designed so that they do not inflict the same amount of damage as a gun, etc. In addition, all guns used will be required to reload.
By releasing MCS compatibility under certain strict requirements, and to only a few trusted scriptors who are actively involved with Midian City themselves, we are able to:
--Maintain a level of quality in weaponry that provides for general balance and nearly lag-free use.
--Enjoy a hack-free system supported by persons intimately involved with our community, instead of an arms-race/hack-fest perpetrated by profit-seeking script kiddies (an "affectionate" term real programmers use for people who think they're great scriptors ... and aren't)
In order to help facilitate the transition from one system to another, we have decided to help residents of Midian City swallow the pain in the following ways:
--All previously purchased guns may continue to be used as "props"...though the removal of scripts will be highly encouraged in most cases (especially in the case of weapons with "public" listens).
--The initial update package will include a few basic starter weapons (we know it is a dangerous city)
--Numerous "free" weapons will be scattered and hidden throughout Midian City and may be "discovered" in a RP manner. Players will therefore have the ability to participate in a roleplay that warrants combat without having to purchase a new weapon.
--From time to time a limited number of special edition weapons will be hidden throughout the city. If you stumble across one of these, right click on it and pick “Buy” for L$0. Although we ask that if you happened upon one of these weapons and don’t think you would ever use it, please leave it for the next person.
--Requests for custom weapon designs/modifications will be considered during the transition period.
For those interested in something more than free weapons, MCS 2.0 will be compatible with weapons purchased through the following authorized designers:
- Twisted Desires
- Blackflag & Jezebel
Thank you for your understanding and patience through this transition. In the end, what we hope to achieve with this new, low lag, closed system, is a better role-playing community for all of us. Everyone is tired of laggy sims, and bad scripting is often one of the prime causes of such lag. By changing the way combat is done in Midian City and no longer supporting bad-scripts (remember, just because a script is popular, doesn't mean it's good), we taking a big step in creating a more stable, quality environment for our players.
MCS Design Team
MCS 2.0 additional notes and bug fixes:
- Target range increased to full body
- When injured/defeated one must still seek out and touch a med kit to have the health restored to the MCS, however, touching the med kit will only initiate the process. The health will not be instantaneously restored as it has in the past, rather it will slowly be added back over the course of an hour. In addition only one healing (touching the med kits) will be allowed per hour. Choose wisely the scenarios you feel warrant combat.
- Attempting to cheat by removing and putting back on the MCS will not reset health status
- Random bizarre blood spurting problem fixed
Last edited by Jade Steele on Mon Apr 16, 2007 4:41 pm; edited 1 time in total |
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| J8 Skall |
Posted: Thu Apr 05, 2007 11:03 am Post subject: |
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Joined: 20 Mar 2007 Posts: 775 Location: God knows.....Follow the trail of blood
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Sounds very cool, the only concern is the lack of competition this monopoly ont he system may bring about.
We have to buy from these slelected manufactureers, and this is good, but it could mean that they will be less inclined to improve their weapons.
For instance Breach and Black Ops make the best weapons, we all know that, but they are only motivated to develop increasingly cooler looking weapon by the other. In a more friendly atmosphere the development of new weaposn may be stifled. I'm especially worried by the melee weapons, the current guns I've seen look cool but the hand to hand weapons can't really rivel the ash swords or numerous claws about, which have only been made so good by the manufactureer practicing and practicing in a way i doubt the MCS scripters and builders will have the time for, considering the breadth of work and roleplay commitments that they have.
Its only a small worry however, this is certainly a massive massive improvement on the old system, and will im sure benifit our roleplay and second life in general.
So very well done to the team about that, and forgive me mourning my cool sword and claws obselesence. They are rarly more then props with me anyways I spose - but I like the feeling that if called upon they would work....
Round of applause for whoever's been working on this though, the only names I know are Ms Wade and Ms Steele, but there are bound to be others. _________________ Jay Skall
(All arguements [or discussion points] stated above are the player's opinion only, they are not truth from on high, the subversive whisperings of satan or the grunted rumblings of a troll... Incase you were struggling with the concept...) |
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| Oceania Goodliffe |
Posted: Thu Apr 05, 2007 12:31 pm Post subject: |
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Joined: 07 Mar 2007 Posts: 887 Location: The Twilight Zone
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This is awesome ...
Just one question ... I have a dagger I wear (don't use it often and it isn't real primmy) but i love it and would really love to keep it ...
Will the scripts for the weapons be available for purchase? _________________ B.I.T.C.H. (Babe In Total Control of Herself)
http://www.flickr.com/photos/oceaniagoodliffe/
Sometimes you don't need good to fight evil, you need a different kind of evil. |
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| Charles Noble |
Posted: Thu Apr 05, 2007 1:23 pm Post subject: |
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thats a question I had..
maybe a chop shop of sorts where you could allow the mcs scripters to modify existing weapons to make them more complient with the new mcs.
though i do realise models with lots of prims probablly would not be..
also would it be possible to post a list of "ideal" model specs prim wise
so that people could "Offer" alternative non scripted designs over..
pending approval for final mcs scripting...
for example...
Melee Weapons
((there should be a generic MCS "punch" attachment possibbly released in the package , damage would be fairly low..))
Knives = x amount of prims
Swords = x amount of prims
baseball bats = x amount of prims
pool cues = x amount of prims
Police batons = x amount of prims
broken bottles = x amount of prims
knuckle dusters = x amount of prims
Fire Arms
Revolvers = x amount of prims
semi automatic pistols = x amount of prims
Sawn Off shot guns = x amount of prims
automatic shot guns = x amount of prims
bolt action rifles = x amount of prims
Machine pistols = x amount of prims
Assult rifles = x amount of prims
sniper rifles = x amount of prims
Heavy Weapons ((something that mechs could use))
Missile/rocker launchers = x amount of prims
Rail guns = x amount of prims
cannons = x amount of prims
Chain guns = x amount of prims
gattling guns = x amount of prims..
Heavy weapon platforms ((something for some military instilations are platforms one has to sit at, not portible, are permanent defences stuck where they are.. can only be set up on "military" instalations... mercs/ legion.))
Missile/rocker launchers = x amount of prims
Rail guns = x amount of prims
cannons = x amount of prims
Chain guns = x amount of prims
gattling guns = x amount of prims..
It would mean that people could maintain a sense of individuality.. varitiy is the spice of life, There are some excellent builders out there who could probablly make more astheiticlly pleasing weapons..
I have my props that i wear for decoration, it would be nice if I could have decoration that was functional, At the current time I do not see a nice enough looking sword to replace the one on my back, nor a nice enough looking replacement for my side arms..
Just because the scripts in weapons may be badly made, does not mean that good "builders" should be kept out of the market ..
Simply a good builder following the specs chart.. makes a weapon, and hands it over for scripting... |
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| Golyth Carillon |
Posted: Thu Apr 05, 2007 2:08 pm Post subject: |
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Joined: 20 Mar 2007 Posts: 280 Location: Hapeville GA
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Quick question I was thinking about. I have several "Anime" style weapons i.e. Vash's guns, Alucards guns from Hellsing, ect ect. Would it be possible to have a MCS script added to one or more of them to make them compatible with the new system so that I might use them? _________________ "If I was a peanut and your were some butter... I'd eat your soul, set your corpse a flame, laugh at you for a few hours and then put your toasted ass out with whipped cream and at the end of it all.. we'd both be eaten by a fat kid named Phil..." |
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| Jade Steele |
Posted: Thu Apr 05, 2007 4:15 pm Post subject: |
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Joined: 16 Feb 2007 Posts: 152 Location: Midian City - Is there really anywhere else?
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While I cannot possibly answer every single question that may arise, I will certainly do my best. Most of the questions above are questions that I am sure are shared by many others.
J8 Thank you for the kudos on the new system, as well for the question you bring up! I do understand your concerns. Outside of development costs, the Twisted Desires sales go towards supporting the reoccurring fees of Midian City and further expansion. However, I certainly do not want to limit ones choices and feel that the more available, the better. I also feel as you do that it is through competition that things become better and better over time. In light of this, an MCS Developers Kit is already in the works, and once ready will be made available to certain designers who agree to the specific design requirements. So while the options may seem limited at the moment, in time there will be more and more choices available for everyone . It is important for everyone to remember that this is a transitory period.
Oceania, Golyth Yes, kind of I cannot guarantee any details or specific weapon at this point, as each request of this nature will need to be evaluated, approved and set up on a case by case basis. However, during the transition, we will certainly try to accommodate present members as much as possible in this regard. Given the time involved, custom modifications cannot be an ongoing policy and will need to be phased out in time. But yes, if you have a weapon that has modify permissions, I will see if something can be arranged.
Charles I think my answer to J8 about the MCS Developers Kit will answer your questions as well. I am not going to get into the design requirements here, as it is premature to do so at this point, and probably isnt the best place to discuss. |
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| nulloperations |
Posted: Thu Apr 05, 2007 4:35 pm Post subject: |
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Joined: 30 Mar 2007 Posts: 4
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I have a suggestion that may solve many concerns people have and will still allow older weapons (with scripts removed) to be used.
I'm in development of a few "drone" avatars and rather than go through the process of loading every single gun with a combat script, I've taken the weapon script I use and placed it in a HUD object. Now my drones still have neat looking miniguns and rockets and all those fun toys on the sides of them, but they don't actually do anything. Rather, it's the "HUD Gun" I have setup that manages firing and control.
Simply put, create a series of HUD guns for sale with various settings of use. Melee Range, Short, Long, explosive, whatever settings are needed for the RP combat on the sim and set them for sale next to the MCS. Now, users can simply remove the scripts from their current weapons and wear one of these on their HUD. The down side? Well not all of those bells and whistles will work. Some might still, but not if the individual script requires permissions (since you've got to give it to the HUD gun for that to work).
Also, make sure the weapon has a setting for switching between active and deactive mode, as well as choosing how it animates your avatar.
Bam, solves the problem of having to buy specific guns AND is another source of income for the city. |
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