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DFD: 326 vs. 1042, 444 vs. 612
#10
For fight one:
The first issue is one of those little ones that isn't majorly noticeable in its applications, but it's definitely something that could come in handy, especially if improvements to what units can gain upon promotion are implemented. I wouldn't give this feature a major amount of priority, but it's just one of those simple things that could occasionally be useful. For example, if a mod has a unit that becomes vastly upgraded (in weapons or whatever) upon promotion, why not reflect that in its Soylent? It could also add a new economy dynamic for Yuri or any other side that makes use of a Grinder-logic building - do you save your promoted units for use on the battlefield, or send them to the Grinder for a cash profit to produce more rookie ones.

As for the second issue... I'm finding it rather difficult to understand what is actually being requested. It seems to me like a massively wordy version of saying "I want a keyboard button that can switch WeaponTypes on a unit." While such a thing could, I guess, be handy in some mods, this isn't Generals - there's no contextual command bar to tell you what mode your unit is currently in. This could easily lead to confusion among players who don't know what their units are meant to be shooting, or even accidentally switch their modes through an accidental keypress. Also, the requested implementation sounds rather complicated. A simpler method would surely just be more Primary/Secondary/Tertiary/Foobary tags and the button that swaps them about?

As such, my stance is support #326, kill #1042.


For fight two:
For the first issue, I really think this is a low priority thing. A workaround is very easily doable just through using a dummy Primary weapon that does no damage, but has an average enough range that the OpenTopped unit would move close enough to its target for the occupants to attack. The only issue is that the empty unit would get a targeting cursor, and could be told to "attack" without any occupants. However, I don't think this is of major consequence at the minute.

The second issue, however, while also being somewhat minor, seems much more useful in my opinion. Restoring the functionality of the Aggressive tag would go a long way to improving YR's somewhat castrated AI. It would mean the AI might actually bother to shoot back if you start firing weapons at it, and properly defend its bases and teams.

As such, my stance is support #612, kill #444.
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Messages In This Thread
DFD: 326 vs. 1042, 444 vs. 612 - by Renegade - 22.07.2010, 20:29:09
RE: DFD: 326 vs. 942, 444 vs. 612 - by reaperrr - 23.07.2010, 00:53:06
RE: DFD: 326 vs. 942, 444 vs. 612 - by Beowulf - 23.07.2010, 01:09:33
RE: DFD: 326 vs. 1042, 444 vs. 612 - by Renegade - 23.07.2010, 02:31:40
RE: DFD: 326 vs. 1042, 444 vs. 612 - by mt. - 23.07.2010, 03:34:24
RE: DFD: 326 vs. 1042, 444 vs. 612 - by eva-251 - 23.07.2010, 06:00:01
RE: DFD: 326 vs. 1042, 444 vs. 612 - by Blade - 23.07.2010, 13:08:07
RE: DFD: 326 vs. 1042, 444 vs. 612 - by MRMIdAS - 23.07.2010, 20:50:48
RE: DFD: 326 vs. 1042, 444 vs. 612 - by Nighthawk - 24.07.2010, 02:01:37
RE: DFD: 326 vs. 1042, 444 vs. 612 - by Renegade - 28.07.2010, 23:21:34
RE: DFD: 326 vs. 1042, 444 vs. 612 - by Renegade - 06.08.2010, 05:00:59
RE: DFD: 326 vs. 1042, 444 vs. 612 - by AlexB - 07.08.2010, 04:48:10
RE: DFD: 326 vs. 1042, 444 vs. 612 - by Renegade - 07.08.2010, 06:40:59



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