On/Off mex - Page 3

On/Off mex

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AreaFire
Posts: 41
Joined: 27 Aug 2009, 18:08

Re: On/Off mex

Post by AreaFire »

YokoZar wrote:This is just an engine bug honestly. Metal map should respect line of sight.
I just realized tonight that contour map doesn't follow LOS either. Never realized how easy it is to tell who's teching.

/Going to sit down this weekend and code Spring 2.0. Guessing should take around 5 hours or so
//No, really
///Maybe my liquor is talking.
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bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: On/Off mex

Post by bartvbl »

Two things to add here:
- The bubbles underwater metal extractors make can also be seen by enemies, without that they can see the metal extractor
- When you have a situation of 3 teams, and two are fighting each other without you being able to see them, you can still hear the sounds of the shooting, without actually seeing the units.
AreaFire wrote:
YokoZar wrote: /Going to sit down this weekend and code Spring 2.0. Guessing should take around 5 hours or so
//No, really
///Maybe my liquor is talking.
As we like to say in open source communities: patches welcome :P
AreaFire
Posts: 41
Joined: 27 Aug 2009, 18:08

Re: On/Off mex

Post by AreaFire »

P.S. One time I set a metal extractor to "off" an it asploded. Maybe a bug?
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bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: On/Off mex

Post by bartvbl »

no. that thing is called an "enemy"
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: On/Off mex

Post by TheFatController »

Why is it always players who already have a grasp on the game insist stuff must be made more simple "for the newbies" (when they actually mean the game should adapt to their own play style).

Mex turning off when 0 energy is intuitive and won't be changing.

If someone wants to write a widget to manage on/off's or correct how the engine prioritises stalling feel free.
mar3moset
Posts: 24
Joined: 12 Nov 2009, 21:04

Re: On/Off mex

Post by mar3moset »

Regret wrote:Clueless people are clueless.

Mex needing e means you have to actually watch out for e stalling as then you lose on metal income from mexes.

It's very logical, and adds depth to the game.

You don't have power = shit doesn't work.
Its E use is so small, how about we just add some solar panel textures to both the ARM and CORE mex models and say they generate they own Energy independntly, but the small amount they do generate doesnt actually show up in your E counter, excluding the armed mexs their lasers will forever use up your precious Energy...
Last edited by mar3moset on 13 Nov 2009, 21:34, edited 1 time in total.
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: On/Off mex

Post by Regret »

mar3moset wrote:Its E use is so small, how about we just add some solar panel textures to both the ARM and CORE mex models and say they generate they own Energy independntly, but the small amount they do generate doesnt actually show up in your E counter
TheFatController wrote:Mex turning off when 0 energy is intuitive and won't be changing.

If someone wants to write a widget to manage on/off's or correct how the engine prioritises stalling feel free.
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