11.08.2010, 15:12:22
For fight one:
Now, I normally vote against graphical changes and for gameplay ones. However, the first issue makes a lot of sense. If your Mirage Tank's cloaking field can disguise the whole mechanical hulk as a small poplar tree, why can't it stop the small poplar tree from emitting a beam of light? Also, it simply solves an irritating bug for those who use AlphaImages. Additionally, multi-framed AlphaImages might come in handy for modders. Even as a mere map scenery enhancement, multi-framed AlphaImages could be used to create something like flickering lampposts. The comments on the tracker issue also point to a bug that occurs when you combine AlphaImages with the subterranean locomotor. That could probably do with some attention too.
Pre-loaded transports are a handy little gameplay enhancement, but for some reason the AlphaImages issue has more appeal to me. But, I like both issues, I may as well provide some positive argumentation for this one too. There's the obvious emulating-more-Generals-stuff argument, but if you combine this thing with the Operator logic, it takes on a whole new level of gameplay. You could make your unit come pre-loaded with a driver, but if you take that driver out or he gets killed, your unit suddenly becomes vulnerable.
I'm a fan of both issues, but the AlphaImages one gets my attention more, therefore my stance is support #932, kill #732.
For fight two:
New ore types are something that modders have tried to create in the past, but you can only really create one new one with some bugs (and even then, I might just be thinking of TS). I can see how such a thing might have issues with FinalAlert 2, given that it only really supports placing ore and gems. However, this could add more strategy to mods, or even just be a cosmetical thing. For example, one mission or map could play out in a place of sparse resources, like a barren desert or even the moon, and the ore type present there doesn't provide you with as much money as standard ore, forcing the player to rely on other methods of income. It could even be used to create some kind of limited rare resource on maps, like a miniscule pocket of extremely rare minerals (no, not gems, rarer) that one player could scoop up in one or two harvester runs to get a major boost to their economy. Something like that could force gameplay back towards resource domination and territory control.
The second issue is handy, but the game's transparency effect causes quite a bit of slowdown, especially if you were to have several of these cloaking towers spread out around your base. Not many mods implement cloaking towers because of this slowdown, so I don't see this getting much use, especially not more than new ore types.
Therefore, my stance is support #991, kill #283.
Now, I normally vote against graphical changes and for gameplay ones. However, the first issue makes a lot of sense. If your Mirage Tank's cloaking field can disguise the whole mechanical hulk as a small poplar tree, why can't it stop the small poplar tree from emitting a beam of light? Also, it simply solves an irritating bug for those who use AlphaImages. Additionally, multi-framed AlphaImages might come in handy for modders. Even as a mere map scenery enhancement, multi-framed AlphaImages could be used to create something like flickering lampposts. The comments on the tracker issue also point to a bug that occurs when you combine AlphaImages with the subterranean locomotor. That could probably do with some attention too.
Pre-loaded transports are a handy little gameplay enhancement, but for some reason the AlphaImages issue has more appeal to me. But, I like both issues, I may as well provide some positive argumentation for this one too. There's the obvious emulating-more-Generals-stuff argument, but if you combine this thing with the Operator logic, it takes on a whole new level of gameplay. You could make your unit come pre-loaded with a driver, but if you take that driver out or he gets killed, your unit suddenly becomes vulnerable.
I'm a fan of both issues, but the AlphaImages one gets my attention more, therefore my stance is support #932, kill #732.
For fight two:
New ore types are something that modders have tried to create in the past, but you can only really create one new one with some bugs (and even then, I might just be thinking of TS). I can see how such a thing might have issues with FinalAlert 2, given that it only really supports placing ore and gems. However, this could add more strategy to mods, or even just be a cosmetical thing. For example, one mission or map could play out in a place of sparse resources, like a barren desert or even the moon, and the ore type present there doesn't provide you with as much money as standard ore, forcing the player to rely on other methods of income. It could even be used to create some kind of limited rare resource on maps, like a miniscule pocket of extremely rare minerals (no, not gems, rarer) that one player could scoop up in one or two harvester runs to get a major boost to their economy. Something like that could force gameplay back towards resource domination and territory control.
The second issue is handy, but the game's transparency effect causes quite a bit of slowdown, especially if you were to have several of these cloaking towers spread out around your base. Not many mods implement cloaking towers because of this slowdown, so I don't see this getting much use, especially not more than new ore types.
Therefore, my stance is support #991, kill #283.