11.08.2010, 14:21:30
For fight one:
The first issue is definitely the one that gets my attention here. Currently, to emulate something remotely like this, modders have to create structures that basically don't serve any other purpose than acting as a prerequisite. Of course, with Ares, we can actually use upgrades to do this. However, that still necessitates placing these upgrades on something with a limited amount of slots. Basically, this helps eliminate base clutter, and opens up a lot more possibilities for modders to play with.
The second issue is a much more minor one in my opinion. If the AI doesn't (pointlessly) shoot at your invulnerable unit for a second or two, is it such a major loss?
Therefore, my stance is support #609, kill #479.
For fight two:
Laser weapons could do with some additional controls, yes. It does make a little sense that not all lasers will be fine lines of light like the Prism Tank/Tower. However, in comparison to the second issue, I wouldn't prioritise this.
The second issue.. it's suggested implementation bugs me a little (why we need relative values I have no idea), but upgrades are something that definitely need more attention. Being limited to simply adding power, changing the weapon, or adding a super weapon massively limits modders. You could have a radar building that is simply upgraded with SpySat functionality, which would add more value to radar buildings later ingame for a start. You could also simply have some sort of "Composite Armour" upgrade like Generals which increases buildings' strength. Of course, I've just realised that would necessitate the ability for PowersUpBuilding to accept more than one value.
Therefore, my stance is support #596, kill #597.
The first issue is definitely the one that gets my attention here. Currently, to emulate something remotely like this, modders have to create structures that basically don't serve any other purpose than acting as a prerequisite. Of course, with Ares, we can actually use upgrades to do this. However, that still necessitates placing these upgrades on something with a limited amount of slots. Basically, this helps eliminate base clutter, and opens up a lot more possibilities for modders to play with.
The second issue is a much more minor one in my opinion. If the AI doesn't (pointlessly) shoot at your invulnerable unit for a second or two, is it such a major loss?
Therefore, my stance is support #609, kill #479.
For fight two:
Laser weapons could do with some additional controls, yes. It does make a little sense that not all lasers will be fine lines of light like the Prism Tank/Tower. However, in comparison to the second issue, I wouldn't prioritise this.
The second issue.. it's suggested implementation bugs me a little (why we need relative values I have no idea), but upgrades are something that definitely need more attention. Being limited to simply adding power, changing the weapon, or adding a super weapon massively limits modders. You could have a radar building that is simply upgraded with SpySat functionality, which would add more value to radar buildings later ingame for a start. You could also simply have some sort of "Composite Armour" upgrade like Generals which increases buildings' strength. Of course, I've just realised that would necessitate the ability for PowersUpBuilding to accept more than one value.
Therefore, my stance is support #596, kill #597.