Fps off Checkbox? - Page 2

Fps off Checkbox?

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

Moderator: Moderators

Add an option to turn FPS mode off.

Yes, i don't like the cheating.
13
29%
Yes, but it's not of importance.
12
27%
No, i like using tricks to give me an advantge.
20
44%
 
Total votes: 45

bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

Now I understand, it's a fundamental flaw that stems from the way the laser tower range is implemented - that it can't target far (even with radar or sighters) but it can shoot far (blindly) and you can't order it to shoot far without targeting, or blindly, except in fps mode. Right?
In reality it should either a) be able to shoot far but somehow inaccurately in overhead mode too or then b) the laser beams should have a definite range and disappear or do no damage after that.
Also probably if some weapon is supposed to be inaccurate, the shots wouldn't land where you aim even in fps mode.

I remember Laser Squad had a similar bug: shooting far away enemies was tough and you missed a lot, but if you aimed one pixel in front of your guy, the projectile would go straight to the target. Fundamental targeting code bug there, the inaccuracy should come as a random angle, and not be affected by the range at all.
Drawer
Posts: 25
Joined: 03 Feb 2006, 21:25

Post by Drawer »

yhyhyyy *cries* i suck at using fps mode, can you turn make it so that i cant lose
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Drawer wrote:
yhyhyyy *cries* i suck at using fps mode, can you turn make it so that i cant lose
Fuck you drawer, I can bloddy well use FPS mode, and i've used it many times and killed LLT. I write a complaint about it because i think.

1. It's unlogical.
2. It has nothing to do with strategy.
3. It's annoying to be forced to use it, since if i don't, í lose a structure that is VITAL to my defence of that area.


Let's say we implent a unit in spring, that sudenly gets 2 extra screen lengths of range when you hold your forehead and say jesus maria. It's stupid, it makes no sense, and it's annoying to suddenly find out that you have to do something incredbly stupid that has nothing to do with strategy.

If you like it, FINE, USE IT. BUT GIVE ME AN OPTION SO I DON'T HAVE TO PLAY THE WAY I WANT TO PLAY.
Drawer
Posts: 25
Joined: 03 Feb 2006, 21:25

Post by Drawer »

Kixxe wrote:
Drawer wrote:
yhyhyyy *cries* i suck at using fps mode, can you turn make it so that i cant lose
Let's say we implent a unit in spring, that sudenly gets 2 extra screen lengths of range when you hold your forehead and say jesus maria. It's stupid, it makes no sense, and it's annoying to suddenly find out that you have to do something incredbly stupid that has nothing to do with strategy.
Your comparison to this is irrelevant, they only get small ammount of more fireing space. This only shows proof to my statement. If you cant win against people it dosent mean you need to change spring so that you can win. It means you need to become better

Edit
Its like comparing car and a flower. they both can stay still
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Drawer wrote:Your comparison to this is irrelevant, they only get small ammount of more fireing space. This only shows proof to my statement. If you cant win against people it dosent mean you need to change spring so that you can win. It means you need to become better
How is this becoming better? You're exploiting an engine bug to engage in behaviour that should not be possible.
Drawer
Posts: 25
Joined: 03 Feb 2006, 21:25

Post by Drawer »

You're exploiting an engine bug to engage in behaviour that should not be possible.
Stop making up things.

Engine bug wtf?

Its not a exploit. Laser loses focus at after travelling certain distance. Its not like the laser loses all its energy after that range. Refer to my first post on this thread.

I think its a bug that units can shoot. They can harm my units when in close range.

Things that you dont like in spring arent bugs or exploits! they are different ways of playing the game. Its about using your mind, and finding the ways to defeat your enemies.

If you computer games have melted your creative side of thinking, perhaps you arent just enough good to beat your opponents.
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Drawer, you need to cool it.

I agree with the opinion that you shouldn't be able to kill things in FPS mode that you couldn't do by commanding your units to kill things themselves. The dictated range of lasers should be extended to the their actual range, meaning that lasers will shoot at anything that they can actually reach or vice versa, lasers should not shoot farther than their dictated range, meaning that the should start to dissipate before their dictated range and finally fizzle out at their dictated range.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

FizWizz wrote:Drawer, you need to cool it.

I agree with the opinion that you shouldn't be able to kill things in FPS mode that you couldn't do by commanding your units to kill things themselves. The dictated range of lasers should be extended to the their actual range, meaning that lasers will shoot at anything that they can actually reach or vice versa, lasers should not shoot farther than their dictated range, meaning that the should start to dissipate before their dictated range and finally fizzle out at their dictated range.



As i said before, the problem with that is that if you place a LLT on high ground, it will fire where it cannot. It does so alredy, and it would become worse if we did "insert whatever you said".

Refer to my ugly asci in my earlir posts.
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Drawer wrote:Its not a exploit. Laser loses focus at after travelling certain distance. Its not like the laser loses all its energy after that range. Refer to my first post on this thread.
Yes, real lasers attenuate slowly, gradually losing energy over distance. Lasers in TA:S don't. They have a range in which they are effective and deal full damage, and beyond that they cannot hit or hurt targets. This is represented by the weapon's listed maximum range. Any mechanism that allows you to fire farther than this listed maximum range is an exploit.

If laser damage decreased depending on the distance of the target from the laser, you might have a point.

Maybe.

Kixxe: I'm not sure your objection makes sense. There's a few cases here; I'm not sure which applies, as I've never looked inside the guts of the Spring code.

1) Units on higher ground have the range of their weapons increased, or weapon range is independent of elevation. No issue here, the listed range of the weapon simply gets increased by the listed amount, or the range is uneffected.

2) Weapon range is a pure distance measure. In this case, putting a LLT up higher does decrease the distance from the base of the LLT the laser can hit.
Drawer
Posts: 25
Joined: 03 Feb 2006, 21:25

Post by Drawer »

Egarwaen wrote: Yes, real lasers attenuate slowly, gradually losing energy over distance. Lasers in TA:S don't. They have a range in which they are effective and deal full damage, and beyond that they cannot hit or hurt targets. This is represented by the weapon's listed maximum range. Any mechanism that allows you to fire farther than this listed maximum range is an exploit.

Again you are making up stuff.

Now read your post once more and think then about this.
Range of automatic fireing mechanism isent the same as laser range, is it? (now seriusly answer this directly - this is what this is all about)

*EDIT* STUPID CLAIMS HERE BEFORE THIS
Sorry stupid me
Last edited by Drawer on 06 Apr 2006, 20:35, edited 2 times in total.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Drawer wrote:And kixxe - insted of abusing your moderator rights to post your replies to other people's post - f.f.s. do i have to say anymore

erm... i'm not a moderator and i...

The what?
Last edited by Kixxe on 06 Apr 2006, 21:00, edited 1 time in total.
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Drawer wrote:Now read your post once more and think then about this.
Range of automatic fireing mechanism isent the same as laser range, is it? (now seriusly answer this directly - this is what this is all about)
Yes, it is. That's how the game mechanics work. You have a unit with a weapon. That weapon has a maximum effective range. The unit will attack any enemy unit detected within that range that it can legally attack. (IE, submarines cannot attack land units with their torpedoes, lasers can't fire through hills, that kind of thing.) If for some reason the unit is not attacking legal targets within that range, or can be made to attack targets outside of that range or illegal targets, that is a bug or exploit and needs to be fixed.

Very simple, I fail to see what all the fuss is about.
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

It should also be made so that torpedoes can't travel on land and the laser fizzles after a certain range, NOT in the way that the sub is prevented from targeting land units or a laser tower only allowed to shoot stuff inside it's perimeter, because the latter way is just asking for exploits and will result in odd things happening by chance every now and then. It is also much more realistic (which isn't always in itself a good argument, but in this case supports the point).

Btw, can you now take a sub into fps mode and shoot stuff on land? :shock:
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

bamb wrote:Btw, can you now take a sub into fps mode and shoot stuff on land? :shock:
I don't think so. I'm just saying that that would be a similar class of exploit.
User avatar
MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

acording to another post by Delphi, shooting torpedos in first person at the surface of the water will cause them to breach out of the water for a short time. so it might be possible to exploit this way. (although it could also be useful for skripting a sub to land missle :wink: )
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

I rember a time ago, torpedos would breach the surface and start boucing O.o
CrowJuice
Posts: 88
Joined: 13 May 2005, 11:01

Post by CrowJuice »

I don't see the problem here. You gain a small advantage by losing controll of rest of your units. There are plenty of things that can be done in 10-20 sec. other then FPS'ing a unit.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Kixxe wrote: 1. It's unlogical.
2. It has nothing to do with strategy.
3. It's annoying to be forced to use it, since if i don't, í lose a structure that is VITAL to my defence of that area.
User avatar
Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

4. it's very, very cool
5. they shouldn't have any more range then normal. evryone agrees on that.
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Zenka wrote:5. they shouldn't have any more range then normal. evryone agrees on that.
Well, except for CrowJuice and Drawer.

But yes, if the bug is fixed, then there's no problem. Until then? Give us some way to disable it or otherwise prevent people from exploiting it.
Locked

Return to “General Discussion”