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Re: [glob2-devel] re: should turrets attack air
From: |
Leo Wandersleb |
Subject: |
Re: [glob2-devel] re: should turrets attack air |
Date: |
Sun, 13 Aug 2006 15:55:48 +0200 |
User-agent: |
Thunderbird 1.5.0.4 (X11/20060713) |
> A bit hard and I smell micromanagement for explorer users.
right :/
> How about:
> The lighthouse idea with repelling instead of attracting.
that's what turret avoidance is ment to be now. an idea would ne to
extend wall functionality to air by some repelling effect of l2 walls.
> Or make it spread a no-air-attack area.
in what way so it doesn't feel artificial?
> Instead of hard coding what an level 2 upgrade will be and
> how much it will cost, we should only provide possibilities.
no. i want the player to always know that a building that looks like a
pool is what he got used to be a pool. yesterday i realized in mid air
that the nexuiz server i just joined had no grabbling hook. that's ok.
it is one of three switches (hook, ff, ??). but to allow the designer to
change building params is too complex to provide a consistent game
experience.
> Well another idea:
> We could use different building characteristics for race customization.
that's something different. but still i wouldn't give more than 3
modifications to the default settings per race.
leo