Limited Dgun + .take - Page 2

Limited Dgun + .take

Requests for features in the spring code.

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Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Thats true, but it's an implementation detail (though a very valid one since implementing this would make the dgun radius check a lot more complex).

Functionality wise I think .take'ing should indeed .take dgun radius too.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

How would you know when a dgun radius is up for grabs, though? If a player is annihilated, can you still .take his radius? If a player has only one mex or something left, can he still pass his radius on? Would people call that cheating?

Also does limit DGun apply to all weapons that are fired by the DGun command or even all weapons that use the DISINTEGRATOR weapon type or is it tied to the commander somehow?

Hm, would it be possible to dissociate the starting resource capacity from the commander unit so we can spawn a generic builder instead of a special com without messing up the storage once more generic builders are made?

EDIT: Okay, it only applies to the com
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

I guess the radius should be considered a "part" of the com, so sharing/.taking a commander shares/takes the dgun radius too.
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Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

Why was limit d-gun to start area even made in the first place? I can't see why you would need this option???
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Zpock wrote:Why was limit d-gun to start area even made in the first place? I can't see why you would need this option???
for ppl who can't handle the fact that game ends IS better.
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Zpock
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Joined: 16 Sep 2004, 23:20

Post by Zpock »

But why? Do people think offensive use of commanders with the d-gun is actually a problem? LOL, 2 LLTs or something and he's gone. And it's almost impossible to take out stuff with the dgun that wouldn't be taken out 2seconds later by the commsplosion. :roll:

Now, an option to remove the giant commsplosion itself would at least make sense, from the n00bs perspective, altough I would certainly loathe it.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

I made hovercomms mutator for AA maybe i should reintroduce it for BA again.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

There are some "features" in Spring that were introduced to counteract errors in some mods, e.g. the plane collision spheres. I suppose limit dgun comes from a time when defenses didn't rape coms.
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