11.08.2010, 14:12:55
For fight one:
There are bound to be many people within the community who want to emulate that firing mode of the Generals Commanche, which fires both rockets and a machine gun simultaneously. Of course, while this wouldn't truly emulate it, it would still go a long way to achieving it. Modders could also use this to create something like the laser-lock missiles in Generals. Basically, this seems to appeal to everyone that wants to (for whatever reason) put Generals stuff in YR. Compared to the second issue, it has a much wider usage case, and likely would be used much more.
The second issue is handy for those who make mods that rely heavily on naval units, but outside of that, I don't see it getting much use. I mean, I don't pay that much attention to the little plops of water behind my Destroyers as they advance menacingly on a poor unsuspecting island. Compared to the first issue, this is much more limited in its application and is really only good for graphics-intensive mods who also make use of naval units.
Therefore, my stance is support #504, kill #650.
For fight two:
And again with Generals stuff. Both of these issues could be used to emulate Generals logic in YR. The first issue could be used to create stuff like the GLA Technical, which uses several different models ingame that are chosen randomly when built. Again, it's something for graphics-intensive mods, or those that just want some additional eye-candy. However, with the size of RA2's voxels and SHPs, there is a slight chance people could get their units mixed up.
This issue, combined with the first issue from fight one, would truly emulate the Commanche weapons. It's also just handy for those mods where a unit has two weapons, but only one needs to be limited by ammo. It does make little sense when you have a unit that has a five-shot anti-building death ray cannon (or whatever), but yet can also only fire five shots from its piddly anti-unit pop gun.
Therefore, my stance is support #316, kill #375.
There are bound to be many people within the community who want to emulate that firing mode of the Generals Commanche, which fires both rockets and a machine gun simultaneously. Of course, while this wouldn't truly emulate it, it would still go a long way to achieving it. Modders could also use this to create something like the laser-lock missiles in Generals. Basically, this seems to appeal to everyone that wants to (for whatever reason) put Generals stuff in YR. Compared to the second issue, it has a much wider usage case, and likely would be used much more.
The second issue is handy for those who make mods that rely heavily on naval units, but outside of that, I don't see it getting much use. I mean, I don't pay that much attention to the little plops of water behind my Destroyers as they advance menacingly on a poor unsuspecting island. Compared to the first issue, this is much more limited in its application and is really only good for graphics-intensive mods who also make use of naval units.
Therefore, my stance is support #504, kill #650.
For fight two:
And again with Generals stuff. Both of these issues could be used to emulate Generals logic in YR. The first issue could be used to create stuff like the GLA Technical, which uses several different models ingame that are chosen randomly when built. Again, it's something for graphics-intensive mods, or those that just want some additional eye-candy. However, with the size of RA2's voxels and SHPs, there is a slight chance people could get their units mixed up.
This issue, combined with the first issue from fight one, would truly emulate the Commanche weapons. It's also just handy for those mods where a unit has two weapons, but only one needs to be limited by ammo. It does make little sense when you have a unit that has a five-shot anti-building death ray cannon (or whatever), but yet can also only fire five shots from its piddly anti-unit pop gun.
Therefore, my stance is support #316, kill #375.