Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread NoName
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

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread Zarel
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

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread NoName
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

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread Kreuvf
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

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread i-NoD
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

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread Kreuvf
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

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread i-NoD
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

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread Stephen Swaney
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

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread i-NoD
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. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread buginator
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,

Re: [warzone2100-dev] Remove armour hit sides

2010-02-18 Thread i-NoD
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

Re: [warzone2100-dev] Remove armour hit sides

2010-02-18 Thread Safety Off
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