Zarel schreef: > On Mon, Oct 20, 2008 at 3:26 AM, Dennis Schridde <[EMAIL PROTECTED]> wrote: >> Am Montag, 20. Oktober 2008 01:09:50 schrieb Zarel: >>> On Sun, Oct 19, 2008 at 5:01 PM, Giel van Schijndel <[EMAIL PROTECTED]> >>> wrote: >>>> The only reason for not including/enabling this would be that it "looks >>>> bad" right? >>>> >>>> If that's the case I'd say: add a config option to disable it and let >>>> people decide for themselves. >>> No, ordering is also broken - half the time if you order a unit to >>> attack, the primary turret will fire but the secondary will >>> do nothing >> Ok, that is an issue. >> >>> or attack another target. >> This is intended, if the 2nd turret is out of range. >> > > They're pulse lasers (range 16) attacking something in range 11. I'd > say that's not intended.
That being said, I think most users, given the choice between no multi-turrets at all, or half-decent working multi-turrets they'd probably go for the latter. So I say that we make it a configuration option in the skirmish/multiplayer setup screen and give the users a choice. Then we could always include a bugfix in a bugfix release (e.g. 2.1.1, 2.1.2, etc.) later on if we find one. -- Giel
signature.asc
Description: OpenPGP digital signature
_______________________________________________ Warzone-dev mailing list [email protected] https://mail.gna.org/listinfo/warzone-dev
