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DFD-R3: 603 vs. 1114, 601 vs. 336
#5
Fight 1:

#1114
Kill this.

#603
Save this.

Reason: Spawn-dependent turret is Visual, IFV logic on buildings is visual AND affects gameplay. Spawn dependent turret could be used on a one or two vehicles, IFV logic on buildings can be used on defences, and even civilian structures.



Fight 2:

#336
Kill this.

#601
Save this.

Reason: Editing SHPs to add text is a 1 minute job. 2 languages? 2 jobs. It's not like the blank Cameo is lost forever the moment you add text in SHP editor, because you have backups. Adding a new language means going to your blank cameo bases (which you needed to add the first language, or which you would need to use ingame-texted cameos), and doing the add text feature on each. Which still doesn't all too much more time than actually going into the Rules and editing names through this feature. So this is a one or two time (You surely won't have more than 3 languages for your mod?) use, and even then it saves maybe 30-60 minutes at most. Not really a big deal...
Now look at Temporary side change logic. That has a large range of potential uses. You can have it as a "bribe" for a spy, you can have it as a Superweapon, it can be an alternative to chaos, it can be an alternative to mind control. You can put it on psychic towers to balance them taking out the enemy force instantly. Tons of usages. Even it can be for something like the propaganda truck or so, a truck that already has a voxel in Yuri's revenge and was in a mission. While Cameo text can save some time, temporary side changing can add many new things to gameplay. Temporary side change logic is something I would use, and something I support.


Messages In This Thread
DFD-R3: 603 vs. 1114, 601 vs. 336 - by Renegade - 11.08.2010, 01:47:53
RE: DFD-R3: 603 vs. 1114, 601 vs. 336 - by Blade - 11.08.2010, 14:20:04
RE: DFD-R3: 603 vs. 1114, 601 vs. 336 - by mt. - 11.08.2010, 19:04:04
RE: DFD-R3: 603 vs. 1114, 601 vs. 336 - by DCoder - 18.08.2010, 18:18:32



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