Do we keep high and low trajectories ? - Page 3

Do we keep high and low trajectories ?

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

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Do we keep high and low trajectories ?

Ya, i love seeing a rain of plasma falling from the sky on my enemy head. Keep it.
59
94%
No, plasma should stick to ground, and never go over a pewee carcass. Remove it.
4
6%
 
Total votes: 63

Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

There is a difference between minor variations in interface (the example you offer is more to do with compatibility issues than skill issues), as opposed to direct decisions, which will impede in some areas, while increasing in other areas. (What if I want to use that button for something else? That means my enemy has a better chance of hitting my entrenched units than I have his, while I want the other option. It is unbalanced. Both players should have the same access to the same abilities. It introduces an unnecessary variable) Hooking high trajectories to a hotkey is an option here, but again, probably unnecessary if an automatic option is persued.
Kickban
Posts: 62
Joined: 03 May 2005, 18:34

Post by Kickban »

But like i said, nobody ever spoke about leaving the choice to the player to leave the button there or to remove it. When playing a game, everybody will have the same interface, or the game will not launch(i guess, just check the Anticheat topic and just look now, it is hard enough to launch a game with everyone having the same client !).
The discution is about things like 'do we leave the option for all units' 'do we create a new entry in FBI file for moders ?' and things like that.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Well then, I am quite sure I covered those too. Recap: It should be automatic, with a tag available to modders with options to turn it off, or to always set a unit to low/high trajectory, or with the ability for modders to hook it to their own button (Eg, dgun button).
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

And I say it should be like "leave it to modders to have it either default to high, low, or automatic, or have it as a tri-switch on the unit orders tab to let the user decide"
CrowJuice
Posts: 88
Joined: 13 May 2005, 11:01

Post by CrowJuice »

I say keep it! I see no harm done. Not for me atleast. If you have pewees bombarding your base from the other side of a wall then it's your mistake of not setting up defences to counter that attack. The flight time of such a projectile is so long it's almost useless on many things. Plus the aim gets so off, it takes for ever to blow up your target.

But I love it!!! ;)
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I believe we are arguing the same thing, Sean.

But further explain what you mean by a "tri-switch"?
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