These are some of the questions that are frequently
asked about CERIX. This page is still under
construction, as we are compiling the questions that
are actually most frequently asked. Click on a question
to read the answer below.
Q: What are the advantages/disadvantages of using CERIX?
CERIX is a fully-integrated experience, which has
distinct advantages:
The only disadvantage (which we actually see as an advantage) is that weapons need to be specifically scripted to work with CERIX. While some combat systems rely on simply collisions to assign health damage, CERIX interacts dynamically with each weapon, which leads to a richer experience for both users and developers. The flip side is that your freebie popgun won't work with CERIX; you'll need to pick up our cool freebie 9mm instead.
- CERIX maintains a full complement of lifelong user statistics. These statistics are specific and used in the generation of scoring and experience ratings. The stats are passive; they are automatically generated from CERIX interaction and don't need to be manually uploaded or manipulated. They are stored on our mySQL database and integrated with the entire site.
- CERIX weapons can be used in no-push, no-damage sims, for an experience that does not effect those not wearing the HUD.
- CERIX is not limited to damage alone. CERIX object interactions include damage, healing, stimulants, stuns, push, etc. These can be combined in a variety of different combinations for an almost limitless set of possibilities.
- CERIX scores are transparent. This means that users can check the website to view user scores, rankings, etc. The stats are fully integrated with our online user discussion boards, allowing both in-world and out-world interaction.
- CERIX is carefully balanced. Whereas SL combat suffers from escalation - bigger and bigger weapons with more and more instant-kills, billion-meter orbits, etc. - CERIX forces users to manage resources with a careful system of checks and balances. This provides a more strategic user experience.
- CERIX is ubiquitous. Whereas many combat systems are specific in content theme, CERIX is designed to be applicable to any content theme, role-play scenario, or land structure. The reason we don't have heavily managed experience point systems, armor meters, etc. is that these things limit theme application. Instead, we can help develop modifications specific to your RP environment to handle these within the existing framework.
- CERIX is developer-friendly. We're not making all the weapons; we want developers to make their own, distribute them under their own terms, and keep 100% of their own profits. Our SDKs work out-of-the-box or can be heavily modded to include your own unique features. Furthermore, the SDK is completely free, and offers full copy and transfer permissions. All we ask is that you configure your weapons/objects in keeping with our philosophy of balanced gameplay.
- CERIX is grid-wide. While we have free region-wide objects, called Overseers, that can help you manage your RP sim (by enforcing HUD rules, relocating dead players to existing locations, etc, these objects are not needed to make CERIX work. Any two CERIX players can interact in any plot that has script running permissions.
- CERIX is free.
The only disadvantage (which we actually see as an advantage) is that weapons need to be specifically scripted to work with CERIX. While some combat systems rely on simply collisions to assign health damage, CERIX interacts dynamically with each weapon, which leads to a richer experience for both users and developers. The flip side is that your freebie popgun won't work with CERIX; you'll need to pick up our cool freebie 9mm instead.
Q: Why can't I use my existing weapons with CERIX?
Most combat systems simply record bullet collisions
for use in decreasing life points. Because of this
reasonably simple method of recording data, normal
guns with bullets can be used to trigger the
system.
CERIX doesn't work like this. CERIX HUDs and weapons communicate with each other to keep track of accuracy, damage dealt, kills made, etc. so that we can provide the most complete scoring experience possible.
Because of this, weapons have to be specifically scripted to work with CERIX.
CERIX doesn't work like this. CERIX HUDs and weapons communicate with each other to keep track of accuracy, damage dealt, kills made, etc. so that we can provide the most complete scoring experience possible.
Because of this, weapons have to be specifically scripted to work with CERIX.
Q: Can you give an example of "resource management?"
We'll use as an example one of our first weapons,
the MP2A1 sub-machine gun by Krauss Arms.
This has the following statistics:
Damage: 10
Effective Range: 48m
Total Range: 96m
Auto-fire
This has the following statistics:
Damage: 10
Effective Range: 48m
Total Range: 96m
Auto-fire
Q: How does the scoring system work?
CERIX keeps track of the following details of
performance:
1. Shots fired
2. Shots hit
3. Kills made
4. Deaths suffered
5. Damage inflicted
6. Damage suffered
It uses these stats to maintain a number of scores:
Accuracy is a percentage of shots hit over total shots fired, and measures how accurate the user's aim is.
Valor is a score (out of 100) that balances the amount of damage done by the user over the amount of damage involving that user total.
Effectiveness is a score (out of 100) that balances the amount of kills scored versus the amount of deaths suffered. This is different from valor in that it measures not simply melee damage, but the specific effect of vanquishing foes.
Experience is a point score (out of 10) based on the amount of damage a user has been involved with, the amount of kills or deaths a user has experienced, and the length of time they've been playing. Experience is not a measure of skill, but simply a measure of familiarity with the system.
Score - Your user score, out of 1000, balances all of these factors in a comprehensive score. Scores tend to fluctuate wildly at first, and normalize as experience accumulates.
1. Shots fired
2. Shots hit
3. Kills made
4. Deaths suffered
5. Damage inflicted
6. Damage suffered
It uses these stats to maintain a number of scores:
Accuracy is a percentage of shots hit over total shots fired, and measures how accurate the user's aim is.
Valor is a score (out of 100) that balances the amount of damage done by the user over the amount of damage involving that user total.
Effectiveness is a score (out of 100) that balances the amount of kills scored versus the amount of deaths suffered. This is different from valor in that it measures not simply melee damage, but the specific effect of vanquishing foes.
Experience is a point score (out of 10) based on the amount of damage a user has been involved with, the amount of kills or deaths a user has experienced, and the length of time they've been playing. Experience is not a measure of skill, but simply a measure of familiarity with the system.
Score - Your user score, out of 1000, balances all of these factors in a comprehensive score. Scores tend to fluctuate wildly at first, and normalize as experience accumulates.
Q: Will there be an SDK (Software Developer's Kit)?
The short answer is yes, and hopefully soon.
CERIX is currently in a stage we jokingly refer to as "theta." It's been beta tested by a number of very dedicated and very patient testers, and we've thoroughly tracked the scorekeeping functions, server traffic, etc.
However, there's not really a way to predict all the bugs until we've had a good breaking-in period, which is what we've started with Wyvernclaw. We've chosen a subset of very dedicated, intelligent users to begin our CERIX development with, in the hopes that this smaller set of people will make it easier for us to find and squish bugs.
In the coming weeks, once we're comfortable that no grand sweeping changes (that would affect weapons anyway - CERIX is always going to be improving from a system standpoint) will be necessary, we will release a simple bullet SDK free of charge. This SDK will simply consist of a single bullet script that when rezzed will do all the nifty CERIX stuff you know and love.
More complicated solutions will become available after that... solutions that involve the ammo meter and make use of some of CERIX's other interactive functions, such as push, stun, etc. We've not yet determined how these kits will be handled; our primary concern is to ensure that profit-wary developers are not able to create weapons that defeat the purpose of CERIX - that is, weapons that are designed with a careful balance in mind.
CERIX is currently in a stage we jokingly refer to as "theta." It's been beta tested by a number of very dedicated and very patient testers, and we've thoroughly tracked the scorekeeping functions, server traffic, etc.
However, there's not really a way to predict all the bugs until we've had a good breaking-in period, which is what we've started with Wyvernclaw. We've chosen a subset of very dedicated, intelligent users to begin our CERIX development with, in the hopes that this smaller set of people will make it easier for us to find and squish bugs.
In the coming weeks, once we're comfortable that no grand sweeping changes (that would affect weapons anyway - CERIX is always going to be improving from a system standpoint) will be necessary, we will release a simple bullet SDK free of charge. This SDK will simply consist of a single bullet script that when rezzed will do all the nifty CERIX stuff you know and love.
More complicated solutions will become available after that... solutions that involve the ammo meter and make use of some of CERIX's other interactive functions, such as push, stun, etc. We've not yet determined how these kits will be handled; our primary concern is to ensure that profit-wary developers are not able to create weapons that defeat the purpose of CERIX - that is, weapons that are designed with a careful balance in mind.
If you have further questions, please feel free to email us or contact aubreTEC Commerce in-world.