Am 19.02.2010 00:02, schrieb Safety Off:
I don't think there is any point using it currently, simply because the
user doesn't have enough control over the orientation/movement of the
droids and their formations. I think that when droids turn they will
expose their weaker side by no fault of
On Fri, Feb 19, 2010 at 5:20 AM, NoName fearthec...@gmail.com wrote:
I'm with i-NoD to keep this code and make it useable (at least in
future). Right now, most fighting is just who has the best upgrades
instead of unit tactics.
Making flanking more attractive would add a lot of competition to
Am 19.02.2010 12:27, schrieb Zarel:
I don't know, seems like too much tactics. Our movement code is
horrible; making fine-grained control of units necessary would suck
for everyone...
OTOH, I'd prefer not to change the mod format that much, so I'd vote
to keep everything the way it is (lots
Per Inge Mathisen wrote:
Hello,
In my effort to clean up the basic engine definitions, I would like
remove the armour hit sides. This was added a while ago by Watermelon,
and to my best knowledge it has never been used for anything useful or
interesting, nor do players keep this in mind
I am all for removing it:
1. Too complex.
2. GUI not up to show people this.
3. Control over units not good enough to use the knowledge.
4. Even more stuff to consider when balancing (similar to too complex).
5. There already is enough variation/tactics in Warzone 2100. Less is more.
- Kreuvf
I
i-NoD wrote:
I am all for removing it:
1. Too complex.
2. GUI not up to show people this.
3. Control over units not good enough to use the knowledge.
4. Even more stuff to consider when balancing (similar to too complex).
5. There already is enough variation/tactics in Warzone 2100. Less is
I do not mean code-complexity. It's the gameplay itself that's getting too
complex IMHO. There is enough stuff in the game that you have to worry
about.
Some time ago Per posted his experiences from that Freeciv and IIRC one of
the
interesting things was: Don't make things for modders only/add
There is no question that different armor values for front/side/rear
hits more closely models the real world. And it would certainly add
to the tactical nuances of the game. Good things, IMHO.
HOWEVER:
Right now the movement code makes a droid circle and expose what would
be its most
Fine, I got you point and will not object more.
And I already have one branch to keep up and there is no point to spread up
even more.
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On 2/18/10, Per Inge Mathisen per.xx...@gmail.com wrote:
Hello,
In my effort to clean up the basic engine definitions, I would like
remove the armour hit sides. This was added a while ago by Watermelon,
and to my best knowledge it has never been used for anything useful or
interesting,
In my effort to clean up the basic engine definitions, I would like
remove the armour hit sides. This was added a while ago by Watermelon,
and to my best knowledge it has never been used for anything useful or
interesting, nor do players keep this in mind while playing or make
use of it while
i-NoD wrote:
If it possible we should not remove this feature and start using it instead.
For example: a modeler could display a unit weakness by using a glassed
top with subsequent tweak to top armor level...
Plus the feature isn't too complex when compared with some other WZ code...
I don't
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