07.07.2010, 19:34:21
Fight 1
The deployer changes have a lot more use cases. Jumping/climbing would not add that much to the game. So this time I'm quite terse: Deployer Stat Changes.
Fight 2
What are the uses of Phasing (except from phasing units)? One argument in favor is it is easier to code. It isn't fleshed out very well. It can be used to keep a player alive if the enemy doesn't have any access to phased units, just like the RA1 submarines. On the other hand the unit size isn't important to the gameplay. Well. Both are equally "good" and should be a pain in the ass (<= the animal) to code. I'm inclined in favor of the phasing, as it might be a bit easier to code. It still needs some serious treatment. (Last unit problem, can SWs destroy phased units?, are there weapons to unphase units? can phased units enter transports/be crushed by tanks?) Very complicated stuff for just one tiny feature.
(Democracy is a good thing, but with 1050 issues it is advisable to pre-select. Several issues are just benefiting very few modders and are really time-consuming to code. Everybody has a voice but in the end I can't do everything. I think the other devs have a live beyond Ares, too. I like to code up stuff and complicated issues aren't uninteresting automatically, but forgive me if i can't let the majority decide how to spend my time. Good stuff will survive even if it loses in the first round.)
The deployer changes have a lot more use cases. Jumping/climbing would not add that much to the game. So this time I'm quite terse: Deployer Stat Changes.
Fight 2
What are the uses of Phasing (except from phasing units)? One argument in favor is it is easier to code. It isn't fleshed out very well. It can be used to keep a player alive if the enemy doesn't have any access to phased units, just like the RA1 submarines. On the other hand the unit size isn't important to the gameplay. Well. Both are equally "good" and should be a pain in the ass (<= the animal) to code. I'm inclined in favor of the phasing, as it might be a bit easier to code. It still needs some serious treatment. (Last unit problem, can SWs destroy phased units?, are there weapons to unphase units? can phased units enter transports/be crushed by tanks?) Very complicated stuff for just one tiny feature.
(Democracy is a good thing, but with 1050 issues it is advisable to pre-select. Several issues are just benefiting very few modders and are really time-consuming to code. Everybody has a voice but in the end I can't do everything. I think the other devs have a live beyond Ares, too. I like to code up stuff and complicated issues aren't uninteresting automatically, but forgive me if i can't let the majority decide how to spend my time. Good stuff will survive even if it loses in the first round.)