08.08.2010, 18:29:25
DFD: Daily Feature Deathmatch
Ultimate Smackdown
And here it is, my fellow bloodlusting crap-slayers! The Ultimate Smackdown!
For those of you late to the game, a while ago, I asked the community if you'd appreciate a chance to weed out the utterly crappy and unworthy issues out of the DFD pool, before proceeding to the next round.
This is that chance.
I already laid out the complete rules on Friday, so you should go back and read them before you start.
A few quick notes and reminders:
- You are not supposed to vote out all issues you don't want implemented, you are supposed to vote out all issues you consider so utterly crappy they shouldn't even be considered for implementation.
- Follow the post layout rules given, or your votes and argumentations will not be considered, mostly because the counting will happen automatically.
- You can reply to people's argumentations for or against particular issues to try to support or disprove them, but you have to keep the format for supporting argumentations.
- You can only post votes once. You can change your votes while the event is running, but only by editing your original voting post.
Issues voted out by the community will be closed as
won't fix
(as opposed to suspended
in normal DFDs), since the community has decisively conveyed it doesn't want these issues considered for implementation at all.Remember the developers will join the voting, and remember select decisions may be veto'd.
Be nice, be civil, be convincing, and, above all, have fun!
End time: Tuesday, August 10, 18:00 CEST.
The Issues
- [0000378] Random Damage
- [0001009] A new logic: bodyguard logic
- [0000316] Ammo= on weapons
- [0000375] BuiltAs= function for units to randomly give you one of several variations (see description)
- [0000285] Unit de-evolution upon death
- [0000957] custom storms
- [0000504] Make the units fire two weapons at same time
- [0000336] Cameo text
- [0000757] Deployer Stat Changes
- [0000526] Allow units to become "phased"
- [0000925] Remap for Overly types
- [0000596] Upgrade Upgrade
- [0000932] Improving of Alpha Light feature.
- [0000979] MakeOwner= on Weapons
- [0000237] The ability to disable or enable countries via game modes
- [0000335] LineTrail alterations
- [0000730] TS Missile feature[Image include]
- [0000597] Several Laser Weapons Improvements
- [0000292] "Make ground deformable like in TS (large explosions make actual craters,not just images of craters)
- [0000525] Allow different types of stealth
- [0000943] Place land on water support.
- [0000518] Waypoint Mode Aircrafts
- [0000741] Helicopter tilt
- [0000650] 8 facing wakes for water travel
- [0000607] Enable Storage= on buildings.
- [0000404] Make the AI deploy stuff other than con yards
- [0000947] Allow addition, removal and configuration of theaters
- [0000461] Hold fire
- [0000556] Drain weapon with ranged weapon dont work
- [0000333] Barrel=
- [0000586] EVA Alert (Like CreateSound) On Unit Deploy
- [0000392] DestroyAnim / Explosion / DebrisAnims Override
- [0000283] Allow upgradable cloaking towers like gap generators
- [0000410] Ability to set a delay before Psychic Dominator, to give time for an eva alert
- [0000924] (Ares 0.X) EMP-Like Temporal
- [0000725] Single-click Chrono Sphere
- [0000329] "Cannot target this" function for Custom Cursors
- [0000615] The ability to set a refinery's docking cell(s)
- [0000976] Aircraft-specific reload times
- [0000640] AI Player Random Name Generator
- [0000759] AI targeting
- [0000359] Allow FreeUnit to take any unit not just vehicles
- [0000322] Restore NonVehicle= function
- [0000475] Allow Factory= to have multipul entries
- [0000563] Ability to Show/Hide Campaigns
- [0000345] VerteranAt= and EliteAt= Tags
- [0000429] SW.RequiredHouses and SW.ForbiddenHouses
- [0000718] Extend crate spawning logic
- [0000479] New tag, Target.IronCurtain=
- [0000715] Extending Upgrades to include documented limits
- [0000765] Allow buildings to have weapons & garrison logic
- [0000724] Additional flag for cameo sort order
- [0000953] UnitBuildSpeed change
- [0000915] Increase the number of facings for SHP units
- [0000209] Make the PrismSupportBeam Logic un-hardcoded and costomizeable
- [0000972] Change look of unit depending on side.
- [0000217] Allow Superweapons be related to infantry and units
- [0000935] BurstDelay improvement
- [0000376] Weather Effects
- [0000601] Temporary Side change logic
- [0000510] Multiple Voxel-Turrets (Battleships like in RA2)
- [0000323] NoAmmoAlt= (or even NoAmmoClass= !?)
- [0000978] MindControl Priorities
- [0001003] menu.ini / Multiple Campaign Lists
- [0000488] Cliff SHP sequences request
- [0000609] Researches
- [0000707] Leech Weapons
- [0000360] Make the bullet Efect
- [0000603] Turrets and IFV logic on buildings
- [0000298] New survivor system
- [0000916] Directional armour
- [0000625] Mutation Immunity
- [0000349] Add a "Guard area" or "Combat Air Patrol" feature
- [0000326] VeteranSoylent / EliteSoylent
- [0000612] AI Enhancements
- [0000564] Mission Progression only allows one side
- [0000732] CnC Gen Troop Crawler
- [0000991] New tiberium/ore tree types
- [0000328] allow shp vehicle units to use a "Sequence" like infantry units do
- [0001020] Re-Implementing TreeFires?
- [0000212] Ai Building Firebases next to structures
- [0001075] Multiplayer Games Rules
- [0001069] SuperAnimFour cannot have StartSound or Report Tag
- [0001044] load ini files on the loadscreen before the skirmish/mission/online game start
- [0001121] Parachuted=yes
- [0001114] Spawn-dependent turret
- [0001047] Fix Gatling Logic
- [0001115] Allow parasite compatibility with mutation logic
- [0001158] having two spawns in the same unit
- [0001074] Multiplayer Games about AI
- [0001147] Streak
Forum Rules
(01.06.2011, 05:43:25)kenosis Wrote: Oh damn don't be disgraced again!
(25.06.2011, 20:42:59)Nighthawk Wrote: The proverbial bearded omni-bug may be dead, but the containment campaign is still being waged in the desert.