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

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