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Re: On/Off mex

Posted: 12 Oct 2009, 06:05
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.

Re: On/Off mex

Posted: 12 Oct 2009, 11:12
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

Re: On/Off mex

Posted: 12 Oct 2009, 13:03
by AreaFire
P.S. One time I set a metal extractor to "off" an it asploded. Maybe a bug?

Re: On/Off mex

Posted: 12 Oct 2009, 13:42
by bartvbl
no. that thing is called an "enemy"

Re: On/Off mex

Posted: 12 Oct 2009, 14:42
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.

Re: On/Off mex

Posted: 13 Nov 2009, 21:25
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...

Re: On/Off mex

Posted: 13 Nov 2009, 21:32
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.