Page 1 of 1

Air weapons

Posted: 29 Apr 2013, 10:08
by a1983
There are 2 problems with air weapons, that uses fuel in Nota.
  • 1. It's often broken. So Pepe need to fix it in every new Spring/Game release.
    2. It's ugly that fuel spent on moving and on attack. And it's hard to understand for newbies.
My suggestion - using stockpile instead fuel for weapons. We can refill stockpile on airpad by lua scripting. And it's also be nicely visible and conceived in UI, because we can do icons for bombs and rockets and user will see unit's amount of bombs and rockets.

Re: Air weapons

Posted: 29 Apr 2013, 18:52
by PepeAmpere
a1983 wrote:There are 2 problems with air weapons, that uses fuel in Nota.
  • 1. It's often broken. So Pepe need to fix it in every new Spring/Game release.
    2. It's ugly that fuel spent on moving and on attack. And it's hard to understand for newbies.
My suggestion - using stockpile instead fuel for weapons. We can refill stockpile on airpad by lua scripting. And it's also be nicely visible and conceived in UI, because we can do icons for bombs and rockets and user will see unit's amount of bombs and rockets.
Fuel is nice shortcut for weapons + fuel, because for air-attack mission you have limited starting weight for each plane and fuel just represents how much of it was used for "real fuel" and how much space was used for weapons.

Maybe your solution is better understandable for newbies, but to archieve the same game mechanic (amount of ammo dependant on lenght of air mission), you would need not only stockpile, but some complicated system of stocpile - distance - fuel calculation. In result, its worse solution, because:
  • it needs time to implement it (stockpile, fuel/ammo calculation, new buttons,...)
  • it can broken easily as same as normal fuel (current bug was not because new spring bug, its because they fixed burst and removed old atribute of weapon)
  • in result - its complicated for player in game to care about two values at plane - now he just check the fuel and only he need to know - farher the target => less attacks, closer => more attacks. And this works nice
So. I think this is not the biggest issue :).