Suggestion: speed controlling
Moderator: Moderators
Suggestion: speed controlling
This feature has 2 advantages:
1) you can fake your units look like bigger units on radar, because you could set them move slower.
2) you could move one big group with same speed into the destination, without waiting others.
And of course we cant move faster than it is possible to that unit...
AND NOO NOT MOD SPECIFIC SETTING!! THIS HAS TO BE GLOBAL SETTING.
1) you can fake your units look like bigger units on radar, because you could set them move slower.
2) you could move one big group with same speed into the destination, without waiting others.
And of course we cant move faster than it is possible to that unit...
AND NOO NOT MOD SPECIFIC SETTING!! THIS HAS TO BE GLOBAL SETTING.
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
No no no, this is totally backwards. Spring never gets better if modders have a billion locked in features that they are forced to use. Everything short of the way the engine renders maps, the way it renders models and the way units determine that they shouldn't just be falling through the ground should be modifiable mod side.TradeMark wrote:Nobody will use it if it is mod sided, FFS!!
Spring never goes better if every new feature is mod sided!!
It's BAD BAD BAD development practice to lock content and features. This is the kind of thing that should be mod side AI controlled. Just because it's good enough that virtually every mod would use it doesn't mean that every mod should be forced to use it.
There are justifyable reasons why I might want one or all of my units not to have that kind of control over thier speed.
This doesnt change the gameplay, so it should be toggled on by default,SwiftSpear wrote:No no no, this is totally backwards. Spring never gets better if modders have a billion locked in features that they are forced to use. Everything short of the way the engine renders maps, the way it renders models and the way units determine that they shouldn't just be falling through the ground should be modifiable mod side.
It's BAD BAD BAD development practice to lock content and features. This is the kind of thing that should be mod side AI controlled. Just because it's good enough that virtually every mod would use it doesn't mean that every mod should be forced to use it.
and modders could toggle it off if it is so dangerous in their mods.
You could toggle it on/off with some button ofcourse!!!SwiftSpear wrote:There are justifyable reasons why I might want one or all of my units not to have that kind of control over thier speed.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
animation timings trademark.
What really needs to happen is the units in TA mods speeds be standardized.
Darn near every TA lv1 vehicle moves at a different speed. Lv 2 is kinda the same.
If the normal attack units and their backup units moved at the same speed then you wouldn't have this issue.
Of course the scouts are their own story.
And I voted no BTW. Because it would be absolutely retarded to see the thud animation moving at normal speed but the unit actually moving at the speed of a sumo.
I understand what you're trying to get done here, but it's the wrong way to go about it imo.
What really needs to happen is the units in TA mods speeds be standardized.
Darn near every TA lv1 vehicle moves at a different speed. Lv 2 is kinda the same.
If the normal attack units and their backup units moved at the same speed then you wouldn't have this issue.
Of course the scouts are their own story.
And I voted no BTW. Because it would be absolutely retarded to see the thud animation moving at normal speed but the unit actually moving at the speed of a sumo.
I understand what you're trying to get done here, but it's the wrong way to go about it imo.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Err, damn net hicups.
anyway, I typed a long(page plus) explanation.
here were the key points.
I said no.
Reasons:
It will look ugly:
Man in running animation has a lower posture and a wide gait in his stride.
man walking has a steady and upright posture with a small gait.
Slowing down a running animation does not equal a walking one.
You really do not know what you are talking about. Animation as I said earlier is a complicated subject.I would not be opposed to it as a feature but being forced in is plain idiotic. Sure, I could pull it off with tanks... but that is not all of the units in spring.
What would be more prudent is this idea:
Instead of slowing down units in spring. Have the faster units simply wait every X distance. This will allow many units to catch up while not looking too terribly ugly.
anyway, I typed a long(page plus) explanation.
here were the key points.
I said no.
Reasons:
It will look ugly:
Man in running animation has a lower posture and a wide gait in his stride.
man walking has a steady and upright posture with a small gait.
Slowing down a running animation does not equal a walking one.
You really do not know what you are talking about. Animation as I said earlier is a complicated subject.I would not be opposed to it as a feature but being forced in is plain idiotic. Sure, I could pull it off with tanks... but that is not all of the units in spring.
What would be more prudent is this idea:
Instead of slowing down units in spring. Have the faster units simply wait every X distance. This will allow many units to catch up while not looking too terribly ugly.