the engine of spring is really powerful in that it's LUA allows us to do pretty much anything we want outside of better dictate unit behaviors. Which I suspect will be coming(targeting comes to mind)
reminded me of something smoth wrote in another thread:
smoth wrote:
Spring's current biggest strength and weakness is that it's games largely function the best for powernerds who like to try and tweak the system as much as possible to give themselves an unfair advantage.
Some games I'm longing for are games where you can control target priorities and behaviour of your units. Where everything in the right state will have an optimized behaivour with minimal need of micromanagement.
I'm slowly moving in this direction. I've got to the point where ZK has menu options for presetting fire, move and skirmish AI state.
I think the biggest issue in spring currently is the pathing. The old pathing did 2 things well:
Units would never slowdown when turning
Not slow the game down dramatically
When is the next engine version? That stuff was fixed there when I last checked.
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
Spring has a pretty steep learning curve. We dont realize it, but for a nub this is the most frustrating game ever. If you know cc and join, you get three or four units built, and then comes the flood... it doesent even feel bad, it just feels, like beeing swept away by a force of nature... people tend to work on there skills when they get the chance, but in spring, a beginner doesent get that chance.
Thats one of the biggest flaws of rts, in comparison with other games. Nearly everybody can get into a quicktime-fps, coverbased something and get some small successes before the auto-reset-to-moron-level enemys paint a map of bullethole-county on your skin.
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